





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
Arcanum Class Pack 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
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 Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Items Vault 1.6.0Donators/Buyers bonus! High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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 Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Class: Astromancer 1.6.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Dreamasaur 1.0.1Adds the Dreamasaur race, a dinosaur dreaming of a strange fantasy world. Consumes dreams to gain new abilities. This mod is mainly for personal use. No attempt has been made to achieve balance. If an @ symbol appears behind the character tile, you can download this: Put it in your custom tiles directory (win10 default: C:\Users\YourUserName\T-Engine\4.0\tome\data\gfx\custom-tiles) and select it at character creation. It is literally the exact same file but for some reason it works from the custom directory and not from the actual addon folder I guess. 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Banshee |
Class | Elementist |
Level / Exp | 8 / 9% |
Size | medium |
Lifes / Deaths | Killed by blue jelly at level 4 on the 78th Pyre 122nd year of Ascendancy at 22:34 0 / 5Killed by Rordgil the human at level 7 on the 1st Summertide 122nd year of Ascendancy at 11:30 Killed by Rlmove the human at level 8 on the 2nd Flare 122nd year of Ascendancy at 21:16 Killed by Rlmove the human at level 8 on the 2nd Flare 122nd year of Ascendancy at 21:46 Killed by Canleman the human at level 8 on the 2nd Flare 122nd year of Ascendancy at 22:19 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 24 (base 10) |
Constitution | 12 (base 11) |
Magic | 32 (base 30) |
Willpower | 35 (base 19) |
Cunning | 10 (base 10) |
Resources
Life | -47/140 |
Mana | 240/274 |
Healing Factor | 1.0164835164835 |
Regeneration | 0.25412087912088 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 10 |
Offense: Mainhand
Damage | 11 |
Accuracy | 18 |
Crit Chance | 2% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Cold | +20% |
Temporal | +5% |
Offense: Damage Penetration
Cold | +8% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 7 |
Spell Save | 21 |
Mental Save | 15 |
Defense: Resistances
Fire | + 21%( 75%) |
Lightning | + 40%( 75%) |
Nature | + 9%( 70%) |
Temporal | + 22%( 70%) |
Darkness | + 9%( 70%) |
Physical | + 21%( 75%) |
Cold | + 35%( 75%) |
All | + 7%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 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: 19 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Elementalism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Elemental fusion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Force | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Banshee | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
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 |
You were kidnapped, held captive, and finally murdered. Waking UpHowever, that wasn't the end. You awoke in a shallow grave, your spirit tied to Eyal by the injustice of your death. Take your revenge, and then...who knows? | done |
Equipment
Tool | ![]() 2.0 [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 116.89 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On feet | ![]() 2.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Con Changes resistances: +14% lightning +6% temporal +3% nature A pair of boots made of leather. |
Around waist | ![]() 1.0 Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 0% Changes resistances: +6% lightning +6% temporal +3% darkness Changes resistances penetration: +10% lightning A belt that goes around your waist. |
Main armor | ![]() 2.0 [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Light source | ![]() 2.0 Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | ![]() 2.0 [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+2 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
In main hand | ![]() 5.0 Type: weapon / staff ; tier 1 It must be held with both hands. Power 10.0 - 12.0 Cold Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() 3.0 Type: weapon / greatsword ; tier 1 It must be held with both hands. Power 17.5 - 28.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Massive two-handed swords. |
![]() 1.0 [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+5 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +3% cold +9% fire +16% nature +7% all Changes resistances penetration: +5% cold Changes damage: +11% nature +3% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +10% arcane Maximum mana: +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning +5% temporal Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
![]() 2.0 Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +15% darkness Changes damage: +10% darkness Mental save: +6 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Str +4 Cun +3 Wil Changes resistances: +10% darkness +6% physical Mental save: +11 (+8 eff.) Light radius: +1 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +11% nature +11% blight Maximum life: +20.00 A suit of armour made of leather. |
![]() 0.0 Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used to imbue an object: Changes stats: +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 2.0 [Plot Item] Type: charm / rod 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. |
![]() 2.0 [Plot Item] Type: chest / sher'tul When 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. |
![]() 0.0 Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Rlmove the human activates Hymn of Perseverance.
Rlmove the human deactivates Hymn of Detection.
Rlmove the human is free from the ice.
Rlmove the human activates Chant of Fortress.
Rlmove the human deactivates Chant of Resistance.
Harelen's glacial vapour area effect hits Canleman the human for 37 cold damage.
Harelen's glacial vapour area effect hits Rlmove the human for 35 cold damage.
Harelen's glacial vapour area effect hits Rlmove the human for 35 cold damage.
Rlmove the human activates Chant of Fortitude.
Rlmove the human deactivates Chant of Fortress.
Rlmove the human casts Moonlight Ray.
Your shield crumbles under the damage!
The shield around Harelen crumbles.
Rlmove the human hits Harelen for (95 absorbed), 0 darkness (1 total damage).
Talent Ice Shards is ready to use.
Harelen casts Ice Shards.
Canleman the human uses Shoot Down.
Canleman the human shoots down 'Harelen's Ice Shards'!
Canleman the human uses Steady Shot.
Harelen's glacial vapour area effect hits Canleman the human for 37 cold damage.
Harelen's glacial vapour area effect hits Rlmove the human for 35 cold damage.
Harelen's glacial vapour area effect killed Rlmove the human!
Canleman the human's Steady Shot hits Harelen for 81 physical, 8 acid (90 total damage).
Canleman the human uses Headshot.
Canleman the human is recovering from the damage!
Canleman the human's Headshot hits Harelen for 98 physical damage.
Harelen's glacial vapour area effect hits Canleman the human for 37 cold damage.
Harelen the level 8 banshee elementist was maimed to death by Canleman the human on level 1 of Ambush!.