










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 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:
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:
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 Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Shadowblade |
| Level / Exp | 17 / 50% |
| Size | big |
| Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 15 on the 25th Dusk 122nd year of Ascendancy at 18:05 0 / 6Killed by Linaniil, Supreme Archmage of Angolwen at level 15 on the 25th Dusk 122nd year of Ascendancy at 21:42 Killed by Linaniil, Supreme Archmage of Angolwen at level 15 on the 25th Dusk 122nd year of Ascendancy at 22:20 Killed by netherworm mass at level 16 on the 32nd Dusk 122nd year of Ascendancy at 00:02 Killed by Weirdling Beast at level 17 on the 33rd Haze 122nd year of Ascendancy at 14:13 Killed by Weirdling Beast at level 17 on the 33rd Haze 122nd year of Ascendancy at 15:34 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 39 (base 29) |
| Constitution | 22 (base 10) |
| Magic | 45 (base 24) |
| Willpower | 20 (base 10) |
| Cunning | 46 (base 40) |
Resources
| Life | -42/494 |
| Mana | 151/288 |
| Stamina | 31/218 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931183 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 49 |
| Crit Chance | 23% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 49 |
| Crit Chance | 24% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Darkness | +56% |
| Light | +3% |
| Temporal | +6% |
| Blight | +5% |
| Physical | +6% |
| Cold | +15% |
| Nature | +9% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 20 (35.65183292883%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 21 |
| Mental Save | 37 |
Defense: Resistances
| Lightning | + 45%( 70%) |
| Light | + 28%( 70%) |
| Nature | + 10%( 70%) |
| Darkness | + 26%( 70%) |
| Cold | + 25%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 11% |
| Poison Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 3 turns and blocking 50 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. |
| 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 269 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
Quests
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | 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 |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
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 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 feet | Splendourkill (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +15% darkness +6% physical Res.pen +15% light ----- def ----- Armour +1 Resists +6% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A pair of boots made of leather. |
| Light source | Serpentblast2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +6% mind +9% nature On Hit (Melee): * 20% chance to slow global speed by 47% ---------- 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. |
| On head | Golrathra the Lustrewire (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +5 (+3 eff.) Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +9% mind +3% light +16% darkness Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Noonwend' (0 def, 5 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +3% light ----- def ----- Armour +5 Resists +6% light Mind.save +19 (+7 eff.) Max.HP +49.00 ---------- misc Light +3 Unarmed combat: Power 126% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 2/60 This azure ring seems to be always moist to the touch. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 50 out of 12/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | magewarrior's short yew vilestaff of wizardry (120% power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Phys.pwr +7 (+4 eff.) Spell.pwr +19 (+6 eff.) Dmg.mod +20% darkness Acc +7 (+3 eff.) ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | warbringer's iron dagger of corruption (101% power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Arcane/Master Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Impotence 1 While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +11% Sharp, short and deadly. |
| 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 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | cured leather armour 'Yvagathra' (6 def, 10 armour)9.0 T2 light armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +7% Resists +34% lightning +13% light +10% darkness A suit of armour made of leather. |
Inventory
marksman's copper ring of corrosion (+20%) =dex 3=0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% acid Acc +6 (+2 eff.) ----- def ----- Resists +20% acid Rings make your fingers look great! |
linen cloak 'Chaludur' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +1 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +3 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather cap of dexterity (+4) (0 def, 3 armour) =dex 4=2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scabgrind =dex 4=0.0 T3 lite [Rare] Arcane While equipped: Stats +4 Dex +4 Mag dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +15% nature +12% cold Res.pen +10% nature +20% cold ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By skellyshadowstaff the Skeleton Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 05:41 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By skellyshadowstaff the Skeleton Shadowblade level 5
3rd Mirth 122nd year of Ascendancy at 01:30 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By skellyshadowstaff the Skeleton Shadowblade level 12
12nd Dusk 122nd year of Ascendancy at 22:59 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By skellyshadowstaff the Skeleton Shadowblade level 17
14th Haze 122nd year of Ascendancy at 20:19 see stats
Log
Talent Dual Strike is ready to use.
Acid Splash from Weirdling Beast hits skellyshadowstaff for (17 absorbed), 0 acid (0 total damage).
Skellyshadowstaff uses Re-assemble.
skellyshadowstaff receives 421 healing from Re-assemble.
Skellyshadowstaff is free from the acid.
Skellyshadowstaff's can be afflicted again.
Skellyshadowstaff brandishes Vargh Redemption, calling forth the might of the oceans!
Weirdling Beast uses Feed.
The shield around Weirdling Beast crumbles.
Weirdling Beast uses Infusion: Wild.
Weirdling Beast lessens the pain.
Weirdling Beast uses Mind Sear.
Weirdling Beast's mind surges with critical power!
Your shield crumbles under the damage!
The shield around skellyshadowstaff crumbles.
Weirdling Beast hits skellyshadowstaff for (64 absorbed), 210 mind (210 total damage).
Weirdling Beast is knocked back!
Skellyshadowstaff's tidal wave hits Weirdling Beast for 6 cold, 5 physical (11 total damage).
Skellyshadowstaff uses Dual Strike.
Nightsong is still recharging.
Nightsong is still recharging.
Skellyshadowstaff casts Shadowstep.
The spell fizzles!
Weirdling Beast casts Soul Rot.
Weirdling Beast's spell attains critical power!
Weirdling Beast's Soul Rot hits skellyshadowstaff for 327 blight damage.
skellyshadowstaff the level 17 skeleton shadowblade was debilitated by noxious blight before falling to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.






















































































