










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 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:
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 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: 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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 7 / 51% |
Size | medium |
Lifes / Deaths | Killed by cold drake hatchling at level 7 on the 28th Voratun 122nd year of Ascendancy at 20:14 / 1 |
Primary Stats
Strength | 34 (base 30) |
Dexterity | 8 (base 10) |
Constitution | 19 (base 10) |
Magic | 8 (base 10) |
Willpower | 25 (base 20) |
Cunning | 14 (base 10) |
Resources
Life | -13/262 |
Hate | 69/104 |
Healing Factor | 1.0054267142125 |
Regeneration | 0.25135667855314 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 53 |
Accuracy | 20 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Cold | +7% |
Fire | +3% |
Light | +19% |
Offense: Damage Penetration
Fire | +10% |
Defense: Base
Armour (hardiness) | 23.883307766991 (81.151787968034%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 17 |
Physical Save | 27 |
Spell Save | 11 |
Mental Save | 16 |
Defense: Resistances
Lightning | + 6%( 70%) |
Light | + 30%( 70%) |
Temporal | + 6%( 70%) |
Blight | + 10%( 70%) |
Nature | + 14%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Poison Resistance | 21% |
Knockback Resistance | 18% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
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
Light source | ![]() Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15(-) Lite Light Burst (radius 1) Dmg.mod +10%(-) light ----- def ----- Resists +30%(-) light Heal.mod +10% (-) ---------- misc Light +5 (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Glimmergrit (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2(-) Wil dps ---------- Mind.crit +3% (-) Dmg.mod +9%(-) light ----- def ----- Armour +3 (-) Fatigue +5% (-) Resists +6%(-) lightning +6%(-) temporal Mind.save +3 (+3 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() iron torque of psionic shield [power 25] (25 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Silubeth the Pyreschism 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3(-) Con dps ---------- Melee+ 0(-20) item manaburn arcane Res.pen +5%(-) fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3%(-) nature Phys.save +6 (+3 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() rogue's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun +0(-3) Con dps ---------- Melee+ 0(-20) item manaburn arcane Res.pen +0%(-5%) fire ----- def ----- Defense +6 (+3 eff.) Resists +0%(-3%) nature Phys.save +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt of transcendence 1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) (-) ----- def ----- Phys.save +5 (+3 eff.) (-) A belt that goes around your waist. |
In main hand | ![]() Cracklerazor the iron greatmaul (18-28 power, 2 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Master Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +1.5% (-) Atk.spd 100% (-) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% (-) Dmg.mod +3%(-) cold Melee Ret 4(-) lightning ----- def ----- Defense +10 (+9 eff.) (-) Massive two-handed mauls. |
On hands | ![]() Kindlereaper the rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Rare] Nature While equipped: Stats +1(-) Cun dps ---------- Melee+ 6(-) cold Dmg.mod +3%(-) fire +4%(-) cold Res.pen +5%(-) fire ----- def ----- Armour +1 (-) Resists +6%(-) cold ---------- misc Max.hate +4.00 (-) Max.psi +20.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() impenetrable iron mail armour of cold resistance (2 def, 9 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +9 (-) Defense +2 (+1 eff.) (-) Fatigue +12% (-) Resists +16%(-) cold A suit of armour made of mail. |
Cloak | ![]() enveloping linen cloak (6 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+5 eff.) (-) Phys.save +5 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() cleansing copper amulet of constitution (+3) 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3(-) Con ----- def ----- Resists +11%(-) nature +10%(-) blight Poison- +21% (-) Disease- +20% (-) Amulets make your neck look great! |
Inventory
![]() wild infusion of the sneak (res 18%; mental; dur 4; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() copper amulet 0.1 T1 amulet jewelry [Normal] While equipped: Stats +0(-3) Con ----- def ----- Resists +0%(-11%) nature +0%(-10%) blight Poison- +0% (-21%) Disease- +0% (-20%) Amulets make your neck look great! |
![]() copper ring 0.1 T1 ring jewelry [Normal] While equipped: Stats +0(-3) Con dps ---------- Melee+ 0(-20) item manaburn arcane Res.pen +0%(-5%) fire ----- def ----- Resists +0%(-3%) nature Phys.save +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() balanced iron battleaxe (13-20 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego] Master Power 13.0 - 19.5(-5.5 - -8.2) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 (-1) Crit +4.5% (+3.0%) Atk.spd 100% (-) On Crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +0.0% (-7.0%) Dmg.mod +0%(-3%) cold Acc +7 (+4 eff.) Melee Ret 0(-4) lightning ----- def ----- Defense +9 (+8 eff.) (-1 (-1 eff.)) Disarm- +28% Massive two-handed battleaxes. |
![]() Yvoyawyn the iron greatsword (14-23 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Rare] Arcane Power 14.5 - 23.2(-4.0 - -4.5) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 (-1) Crit +2.5% (+1.0%) Atk.spd 100% (-) On Crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 - Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex +1 Wil +2 Cun dps ---------- Phys.crit +0.0% (-7.0%) Dmg.mod +0%(-3%) cold Res.pen +5% arcane Melee Ret 0(-4) lightning ----- def ----- Defense +0 (+0 eff.) (-10 (-9 eff.)) Massive two-handed swords. |
![]() thought-forged iron longsword of massacre (18-24 power, 2 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Master/Psionic Power 17.5 - 24.5(-1.0 - -3.2) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +2.5% (+1.0%) Atk.spd 100% (-) Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 17 On Crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun +1 Wil dps ---------- Phys.crit +0.0% (-7.0%) Dmg.mod +0%(-3%) cold Melee Ret 0(-4) lightning ----- def ----- Defense +0 (+0 eff.) (-10 (-9 eff.)) Sharp, long, and deadly. |
![]() balanced iron mace of daylight (14-20 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Arcane/Master Power 14.0 - 19.6(-4.5 - -8.2) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +0.5% (-1.0%) Atk.spd 100% (-) Melee+ +5 light Against +7% Undead On Crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +0.0% (-7.0%) Dmg.mod +0%(-3%) cold Acc +5 (+3 eff.) Melee Ret 0(-4) lightning ----- def ----- Defense +5 (+5 eff.) (-5 (-4 eff.)) Disarm- +20% Blunt and deadly. |
![]() iron waraxe (12-17 power, 2 apr) 3.0 T1 waraxe 1H weapon Reqs Str 11 [Normal] Power 12.0 - 16.8(-6.5 - -11.0) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +3.5% (+2.0%) Atk.spd 100% (-) On Crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +0.0% (-7.0%) Dmg.mod +0%(-3%) cold Melee Ret 0(-4) lightning ----- def ----- Defense +0 (+0 eff.) (-10 (-9 eff.)) One-handed war axes. |
![]() Cobra's kiss the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +0(-2) Wil +2 Con dps ---------- Mind.crit +0% (-3%) Dmg.mod +3% mind +0%(-9%) light Res.pen +10% mind +20% nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +1 (-2) Fatigue +1% (-4%) Resists +0%(-6%) lightning +0%(-6%) temporal Mind.save +0 (+0 eff.) (-3 (-3 eff.)) A cap made of leather. |
![]() rough leather cap of strength (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str +0(-2) Wil dps ---------- Mind.crit +0% (-3%) Dmg.mod +0%(-9%) light ----- def ----- Armour +1 (-2) Fatigue +1% (-4%) Resists +0%(-6%) lightning +0%(-6%) temporal Mind.save +0 (+0 eff.) (-3 (-3 eff.)) A cap made of leather. |
![]() 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 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. |
Achievements
By h8 the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 17:57 see stats
Log
Aeradabeth the cold drake hatchling shrugs off h8's 'Dominated'!
Aeradabeth the cold drake hatchling is being stalked by h8!
Cold drake hatchling hits h8 for 33 physical damage.
Melee retaliation hits Cold drake hatchling for 4 lightning damage.
h8 hits Cold drake hatchling for 19 light damage.
h8 hits Cold drake hatchling for 18 light damage.
h8 hits Aeradabeth the cold drake hatchling for 57 physical, 18 arcane, 2 cold, 14 light (91 total damage).
Cold drake hatchling is weakened by the gloom.
Aeradabeth the cold drake hatchling uses Dual Strike.
H8 is stunned!
Melee retaliation hits Aeradabeth the cold drake hatchling for 4 lightning, (2 ignored), 0 lightning (4 total damage).
Aeradabeth the cold drake hatchling hits h8 for 7 physical, 16 darkness, 12 physical, 4 temporal, 16 darkness (55 total damage).
Aeradabeth the cold drake hatchling shoves Cold drake hatchling aside.
Melee retaliation hits Cold drake hatchling for 2 lightning damage.
Cold drake hatchling hits h8 for 25 physical damage.
Aeradabeth the cold drake hatchling is weakened by the gloom.
Talent Infusion: Regeneration is ready to use.
Talent Frenzy is ready to use.
Talent Slash is ready to use.
Melee retaliation hits Aeradabeth the cold drake hatchling for 2 lightning, 2 lightning (4 total damage).
Aeradabeth the cold drake hatchling hits h8 for 10 physical, 3 temporal, 12 darkness, 4 physical, 12 darkness (41 total damage).
H8 uses Infusion: Regeneration.
H8 starts regenerating health quickly.
Cold drake hatchling is no longer weakened.
Melee retaliation hits Cold drake hatchling for 2 lightning damage.
Cold drake hatchling hits h8 for 25 physical damage.
h8 the level 7 dwarf cursed was shattered to death by a cold drake hatchling on level 3 of Trollmire.
Aeradabeth the cold drake hatchling is no longer being stalked by h8.