










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. 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! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Proper Possession 1.7.0
Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 50 / 2864% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 46 (base 34) |
Constitution | 75 (base 60) |
Magic | 95 (base 60) |
Willpower | 72 (base 60) |
Cunning | 71 (base 60) |
Resources
Mana | 338/338 |
Vim | 276/276 |
Life | 707/707 |
Positive | 177/177 |
Stamina | 382/382 |
Soul | 6/16 |
Healing Factor | 1.3995578233779 |
Regeneration | 7.9075017020851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 13 |
Infravision | 17 |
See Stealth | 113.88676124174 |
See Invisible | 143.97745635268 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 69 |
Accuracy | 43 |
Crit Chance | 39% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 99 |
Crit Chance | 90% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Blight | +27% |
Arcane | +12% |
Cold | +52% |
All | +7% |
Darkness | +55% |
Light | +47% |
Temporal | +29% |
Fire | +56% |
Mind | +13% |
Offense: Damage Penetration
Arcane | +40% |
Cold | +78% |
All | +25% |
Darkness | +88% |
Temporal | +55% |
Physical | +43% |
Mind | +60% |
Fire | +25% |
Lightning | +30% |
Defense: Base
Armour (hardiness) | 58 (30%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 20 |
Physical Save | 61 |
Spell Save | 90 |
Mental Save | 69 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 20%( 70%) |
Darkness | + 61%( 70%) |
Light | + 34%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 23%( 70%) |
Lightning | + 50%( 70%) |
Fire | + 70%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 96% |
Teleport Resistance | 75% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 74% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1021 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 4 turns and blocking 165 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. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% 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 (601 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 4 turns and blocking 133 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. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 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 700 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of flesh | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of bones | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Eternal Night |
talent | Suffer For Me |
talent | Range Amplification Device |
talent | Keen Senses |
talent | Arcane Shield |
talent | Elemental Discord |
talent | Erupting Shadows |
talent | Premonition |
talent | Shielding |
talent | Hiemal Shield |
talent | Spikes of Decrepitude |
talent | Golden Age of Necromancy |
talent | Grim Shadow |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Aether Permeation |
talent | Utterly Destroyed |
talent | Aura of Undeath |
talent | Reaping |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Bethota the skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2611. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed xorn fragment. * You've found the needed vial of squid ink. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed chunk of ghoul flesh. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +1 Silence- +23% Confus- +21% Stun/Frz- +20% A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +5 (+1 eff.) Dmg.mod +6% darkness +6% mind Res.pen +15% mind Melee Ret 14 fire 4 mind 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +7% fire +7% light +9% temporal Affinity +5% darkness Mind.save +7 (+1 eff.) ---------- misc Light +5 Infravis +5 Moonlight Ray: Puts all charms on 5 cooldown Level 5.5 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 459.36 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +4% lightning +5% temporal +5% light +4% fire +4% nature +5% acid +5% blight +5% cold +3% darkness Shield.pwr +8% HP.reg +3.40 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% light Res.pen +12% physical ----- def ----- Resists +7% darkness +6% light Affinity +15% darkness ---------- misc Spell.cld 10% Light +3 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Str dps ---------- Dmg.mod +3% temporal Res.pen +15% arcane +20% temporal ----- def ----- Armour +4 Blind- +24% Silence- +26% ---------- misc Mana/turn +0.14 Max.vim +10.00 Infravis +4 See.Stealth +11 See.Invis +8 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +11% cold Melee Ret 2 nature ----- def ----- Resists +18% fire +22% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Spell.pwr +7 (+1 eff.) Res.pen +20% mind Melee Ret 4 mind ----- def ----- Resists +9% blight +9% fire Mind.save +10 (+2 eff.) Die.at -80.00 life Silence- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+3 eff.) S.pwr/crit +4 Dmg.mod +5% arcane +11% temporal ----- def ----- Resists +13% all Silence- +23% ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% lightning ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +21% cold +6% nature +4% physical HP.reg +2.00 Silence- +10% Confus- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +10 Lck +3 Mag dps ---------- S.pwr/crit +5 Acc +5 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Unseen.red 14% ---------- misc Mana/turn +0.18 Max.mana +44.00 Amulets make your neck look great! |
Inventory
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 110 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Veldrin the Higher Necromancer level 32
23rd Regrowth 123rd year of Ascendancy at 16:15 see stats
By Veldrin the Higher Necromancer level 43
59th Pyre 123rd year of Ascendancy at 22:59 see stats
By Veldrin the Higher Necromancer level 31
63rd Haze 122nd year of Ascendancy at 08:35 see stats
By Veldrin the Higher Necromancer level 24
76th Dusk 122nd year of Ascendancy at 18:38 see stats
By Veldrin the Higher Necromancer level 36
41st Regrowth 123rd year of Ascendancy at 14:38 see stats
By Veldrin the Higher Necromancer level 36
56th Regrowth 123rd year of Ascendancy at 08:34 see stats
By Veldrin the Higher Necromancer level 41
52nd Pyre 123rd year of Ascendancy at 22:08 see stats
By Veldrin the Higher Necromancer level 34
37th Regrowth 123rd year of Ascendancy at 05:59 see stats
By Veldrin the Higher Necromancer level 21
50th Dusk 122nd year of Ascendancy at 12:46 see stats
By Veldrin the Higher Necromancer level 13
1st Dusk 122nd year of Ascendancy at 08:52 see stats
By Veldrin the Higher Necromancer level 33
30th Regrowth 123rd year of Ascendancy at 16:14 see stats
By Veldrin the Higher Necromancer level 50
42nd Haze 123rd year of Ascendancy at 23:06 see stats
By Veldrin the Higher Necromancer level 39
57th Regrowth 123rd year of Ascendancy at 01:35 see stats
By Veldrin the Higher Necromancer level 50
53rd Haze 123rd year of Ascendancy at 23:45 see stats
By Veldrin the Higher Necromancer level 24
75th Dusk 122nd year of Ascendancy at 23:11 see stats
By Veldrin the Higher Necromancer level 20
25th Dusk 122nd year of Ascendancy at 05:36 see stats
By Veldrin the Higher Necromancer level 23
62nd Dusk 122nd year of Ascendancy at 20:49 see stats
By Veldrin the Higher Necromancer level 50
12nd Haze 123rd year of Ascendancy at 11:18 see stats
By Veldrin the Higher Necromancer level 47
10th Flare 123rd year of Ascendancy at 04:26 see stats
By Veldrin the Higher Necromancer level 23
54th Dusk 122nd year of Ascendancy at 05:18 see stats
By Veldrin the Higher Necromancer level 38
56th Regrowth 123rd year of Ascendancy at 09:50 see stats
By Veldrin the Higher Necromancer level 32
75th Haze 122nd year of Ascendancy at 21:41 see stats
By Veldrin the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 07:06 see stats
By Veldrin the Higher Necromancer level 20
24th Dusk 122nd year of Ascendancy at 00:26 see stats
By Veldrin the Higher Necromancer level 30
60th Haze 122nd year of Ascendancy at 10:30 see stats
By Veldrin the Higher Necromancer level 40
37th Pyre 123rd year of Ascendancy at 21:42 see stats
By Veldrin the Higher Necromancer level 50
17th Dusk 123rd year of Ascendancy at 17:18 see stats
By Veldrin the Higher Necromancer level 50
9th Haze 123rd year of Ascendancy at 17:20 see stats
By Veldrin the Higher Necromancer level 48
4th Dusk 123rd year of Ascendancy at 02:49 see stats
By Veldrin the Higher Necromancer level 23
56th Dusk 122nd year of Ascendancy at 06:08 see stats
By Veldrin the Higher Necromancer level 47
2nd Dusk 123rd year of Ascendancy at 21:31 see stats
By Veldrin the Higher Necromancer level 16
16th Dusk 122nd year of Ascendancy at 08:21 see stats
By Veldrin the Higher Necromancer level 34
31st Regrowth 123rd year of Ascendancy at 08:35 see stats
By Veldrin the Higher Necromancer level 50
53rd Haze 123rd year of Ascendancy at 23:43 see stats
By Veldrin the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 17:45 see stats
By Veldrin the Higher Necromancer level 50
11st Haze 123rd year of Ascendancy at 02:33 see stats
By Veldrin the Higher Necromancer level 50
53rd Haze 123rd year of Ascendancy at 23:45 see stats
By Veldrin the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 02:23 see stats
By Veldrin the Higher Necromancer level 47
2nd Dusk 123rd year of Ascendancy at 21:31 see stats
By Veldrin the Higher Necromancer level 39
16th Pyre 123rd year of Ascendancy at 17:03 see stats
By Veldrin the Higher Necromancer level 26
51st Haze 122nd year of Ascendancy at 17:49 see stats
By Veldrin the Higher Necromancer level 19
16th Dusk 122nd year of Ascendancy at 10:48 see stats
By Veldrin the Higher Necromancer level 30
63rd Haze 122nd year of Ascendancy at 03:12 see stats
By Veldrin the Higher Necromancer level 50
41st Haze 123rd year of Ascendancy at 12:46 see stats
Log
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...
Saving game...
Today is the 24th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Saving done.
Today is the 25th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 26th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 27th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 28th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 29th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 30th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:55.
Today is the 31st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
Ran for 4 turns (stop reason: hostile spotted to the north (ziguranth patrol)).