









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows 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 1.5.0Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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:
Better Item Description 1.5.10This 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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Forbidden Cults 1.5.9Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 4 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 4 on the 77th Pyre 122nd year of Ascendancy at 20:19 / 1 |
Primary Stats
| Strength | 26 (base 16) |
| Dexterity | 24 (base 13) |
| Constitution | 12 (base 12) |
| Magic | 19 (base 19) |
| Willpower | 13 (base 12) |
| Cunning | 12 (base 12) |
Resources
| Life | -4/150 |
| Mana | 93/93 |
| Hate | 88/100 |
| Positive | 0/49 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 0.25412087912088 |
Speed
| Mental | +22.4% |
| Attack | 0% |
| Movement | +140% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 18 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 18 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +2% |
| Physical | +12% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 16.551211628464 (74.117647058824%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 20 |
| Physical Save | 22 |
| Spell Save | 18 |
| Mental Save | 20 |
Defense: Resistances
| Cold | + 15%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.74 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 130 damage for 5 turns. |
Class Talents
| Celestial / Combat | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Fiery Hands |
| talent | Weapon of Light |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save) Rampaging |
Quests
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On fingers | Drosarim the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +15% mind ----- def ----- Resists +3% mind Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.psi +10.00 Rings can have magical properties. |
| On hands | iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| In main hand | hateful iron longsword (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living Sharp, long, and deadly. |
| Main armor | spiked iron plate armour of cold resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +15% cold A suit of armour made of metal plates. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| In off hand | flaming iron longsword (11.5-16.1 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +6 fire Sharp, long, and deadly. |
Inventory
wild infusion (resist 18%; cure physical)0.1 T1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
iron battleaxe (12-18 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 12.0 - 18.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
iron dagger (9-11.7 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron greatmaul (19.5-29.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 19.5 - 29.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
iron mace of paradox (14-19.6 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Melee Ret 5 temporal ----- def ----- Resists +6% temporal Blunt and deadly. |
elm magestaff of projection (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +6 (+3 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 6) dealing 13.32 to 15.99 arcane damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of fate (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ----- def ----- Phys.save +5 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Mana/turn +0.11 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+12 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+3 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
polar iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +10 (+5 eff.) ----- def ----- Armour +1 Resists +5% cold Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
iron shield of fire resistance (+16%) (4 def, 2 armour, 22.5 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Transmogrification Chest2.0 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. |
quick iron torque of kinetic psionic shield [power 23] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Hietab casts Rune: Shielding.
A shield forms around hietab.
hietab hits White worm mass for 26 physical, 5 darkness, 13 light, 6 fire, 12 physical, 13 light, 6 fire, 6 fire (87 total damage).
White worm mass misses hietab.
hietab misses White worm mass.
You have taken the life of an experienced foe! (+14 hate)
hietab hits White worm mass for 11 physical damage.
hietab killed White worm mass!
Hietab picks up (i.): shimmering ash magestaff of fate (15-18 power, 3 apr, arcane element).
The shield around hietab crumbles.
Hietab picks up (h.): elm magestaff of projection (10-12 power, 2 apr, arcane element).
Hietab picks up (n.): traveler's pair of rough leather boots (0 def, 1 armour).
You fight through the pain! (+14 hate)
Hietab begins rampaging!
Hietab resists the mind attack!
hietab hits Skeleton warrior for 12 physical damage.
Skeleton warrior hits hietab for 59 physical, 3 mind, 7 temporal (69 total damage).
hietab hits Skeleton warrior for 21 physical, 5 darkness, 13 light, 6 fire, 8 physical, 13 light, 6 fire, 6 fire (78 total damage).
Skeleton warrior hits hietab for 7 temporal, 7 temporal (14 total damage).
Your hatred grows even as your life fades! (+17 hate)
Saving game...
































































