






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Examine Floor Stack 1.3.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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.
Select your Escorts 1.6.0Allows 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Showing Items Tier in Inventory 1.6.0This 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 | Writhing One |
Level / Exp | 2 / 90% |
Size | medium |
Lifes / Deaths | Killed by The Spinal Cord at level 2 on the 75th Pyre 122nd year of Ascendancy at 11:05 / 1 |
Primary Stats
Strength | 15 (base 14) |
Dexterity | 11 (base 10) |
Constitution | 16 (base 16) |
Magic | 16 (base 15) |
Willpower | 11 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -4/150 |
Insanity | 77/100 |
Healing Factor | 1.0483870967742 |
Regeneration | 21.229838709677 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 20 |
Accuracy | 22 |
Crit Chance | 0% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 4 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 5.5 (43.636363636364%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 12 |
Physical Save | 10 |
Spell Save | 9 |
Mental Save | 12 |
Defense: Resistances
Darkness | + 6%( 70%) |
Light | + 5%( 70%) |
Mind | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.41 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The target is being driven mad by the void, taking 10.40 darkness damage per turn and reducing all powers by 7. Dark Whispers |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have to destroy the Worm's neural spine. | active |
Equipment
Around neck | ![]() clarifying copper amulet of mastery (0.11 Demented / Controlled horrors) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10%(-) mind Confus- +23% (-) ---------- misc Masteries +0.11(-) Demented/Controlled horrors Amulets can have magical properties. |
Main armor | ![]() iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Normal] While equipped: ----- def ----- Armour +4 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) A suit of armour made of mail. |
Light source | ![]() brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Around waist | ![]() nightruned rough leather belt of the mystic 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) (-) ----- def ----- Resists +5%(-) light +6%(-) darkness Mind.save +5 (+5 eff.) (-) A belt that goes around your waist. |
In main hand | ![]() balanced iron mace (105% power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +0.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Acc +6 (+3 eff.) (-) ----- def ----- Defense +5 (+5 eff.) (-) Disarm- +20% (-) Blunt and deadly. |
Inventory
![]() regeneration infusion (heal 60; 14 cd) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() stabilizing copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +0%(-10%) mind +12% temporal Confus- +0% (-23%) Pinning- +20% Knockbk- +20% ---------- misc Masteries +0.00(-0.11) Demented/Controlled horrors Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
![]() elm magestaff (100% power, 2 apr, cold element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 100% (-6%) Range: 1.2x (-0.2x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 (-) Crit +2.5% (+2.0%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% cold Acc +0 (+0 eff.) (-6 (-3 eff.)) ----- def ----- Defense +0 (+0 eff.) (-5 (-5 eff.)) Disarm- +0% (-20%) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elm vilestaff of illumination (100% power, 2 apr, fire element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Nature Power 100% (-6%) Range: 1.2x (-0.2x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 (-) Crit +2.5% (+2.0%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire Acc +0 (+0 eff.) (-6 (-3 eff.)) ----- def ----- Defense +6 (+6 eff.) (+1 (+1 eff.)) Disarm- +0% (-20%) ---------- misc Mana/turn +0.11 Max.mana +31.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() iron longsword (107% power, 2 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Normal] Power 107% (+1%) Range: 1.4x (+0.0x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +2.5% (+2.0%) Atk.spd 100% (-) While equipped: dps ---------- Acc +0 (+0 eff.) (-6 (-3 eff.)) ----- def ----- Defense +0 (+0 eff.) (-5 (-5 eff.)) Disarm- +0% (-20%) Sharp, long, and deadly. |
![]() 3.0 T1 arrow ammo Reqs Dex 11 [Ego] Arcane/Master Power 105% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +5 Crit +1.0% Capacity 16 On Hit.r1 +8 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 shot ammo Reqs Dex 11 [Ego] Arcane Power 109% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
![]() linen robe of frost (+15%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Armour +0 (-4) Defense +0 (+0 eff.) (-2 (-2 eff.)) Fatigue +0% (-12%) Resists +7% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Normal] While equipped: ----- def ----- Armour +2 (-2) Defense +3 (+3 eff.) (+1 (+1 eff.)) Fatigue +6% (-6%) A suit of armour made of leather. |
![]() rough leather belt 1.0 T1 belt armor [Normal] While equipped: dps ---------- Spell.pwr +0 (+0 eff.) (-3 (-3 eff.)) ----- def ----- Resists +0%(-5%) light +0%(-6%) darkness Mind.save +0 (+0 eff.) (-5 (-5 eff.)) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
The Spinal Cord hits Decaying devourer for 12 lightning damage.
The Spinal Cord hits Decaying devourer for 12 lightning damage.
The Spinal Cord hits Decaying devourer for 13 lightning damage.
Dark Whispers from The Spinal Cord hits Roar for 7 darkness damage.
Acidic digestor misses Roar.
The Spinal Cord activates his broad brimmed hat!
The Spinal Cord hurls lightning at Roar!
The Spinal Cord hits Roar for 32 lightning damage.
Protoplasmic controller hits Roar for 5 acid damage.
Decaying devourer tries to bite Protoplasmic controller with razor sharp teeth!
Protoplasmic controller resists the cut!
Decaying devourer tries to bite Acidic digestor with razor sharp teeth!
Acidic digestor resists the cut!
Decaying devourer hits Acidic digestor for 7 physical damage.
Decaying devourer hits Protoplasmic controller for 6 physical damage.
LIFE LOST WARNING!
You are unable to move!
You are unable to move!
You are unable to move!
Roar uses Infusion: Regeneration.
Roar starts regenerating health quickly.
The Spinal Cord hits Roar for 13 lightning damage.
The Spinal Cord hits Decaying devourer for 12 lightning damage.
The Spinal Cord hits Decaying devourer for 13 lightning damage.
The Spinal Cord hits Decaying devourer for 12 lightning damage.
Roar the level 2 higher writhing one was shocked to death by The Spinal Cord on level 1 of The Maggot.
Roar is no longer pinned.
Roar's whispers fade.
Roar stops regenerating health quickly.