











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Solar Gun Weapons 1.6.0This Addon creates the Sungun class and adds Solar Guns for it to use, along with many talents - all based on the Boktai series of games for the Gameboy Advance. Changes & Features: + Solar Guns & Solar Batteries are created, and drop in the world. +Sungun is an available class under the Celestial class set. + A Lens Talent Tree is available to swap damage type. +An Explosives Talent Tree is available to deal with groups of foes. + Solar Spells, inspired directly by Boktai, are available for use in a Talent Tree. +Darkness Spells, inspired directly by Boktai, are available for use in a Talent Tree. + Multiple new Talents are created, including some of the ones listed above. -Dual-gunning with Solar Guns has been removed. Knives are starting equipment for a reason. Current missing features: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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.
nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Embers of Rage 1.6.0Official 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:
Ashes of Urh'Rok 1.6.0Official 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:
Strength for Slings 1.6.0This Addon changes the stat makeup of Sling Ammo. Better Item Description 1.6.0This 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 Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Sungun |
Level / Exp | 14 / 14% |
Size | big |
Lifes / Deaths | Killed by storm drake hatchling at level 6 on the 2nd Mirth 122nd year of Ascendancy at 06:06 0 / 5Killed by Parre the human at level 10 on the 9th Flare 122nd year of Ascendancy at 23:08 Killed by Layuyatta the thief at level 13 on the 13rd Dusk 122nd year of Ascendancy at 13:25 Killed by Rena at level 13 on the 18th Dusk 122nd year of Ascendancy at 22:39 Killed by Itfuie the thalore at level 14 on the 19th Dusk 122nd year of Ascendancy at 16:59 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 20 (base 19) |
Constitution | 22 (base 22) |
Magic | 34 (base 31) |
Willpower | 34 (base 16) |
Cunning | 19 (base 12) |
Resources
Life | 391/391 |
Positive | 89/89 |
Stamina | 199/199 |
Negative | 89/89 |
Healing Factor | 1.09375 |
Regeneration | 0.2734375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 1 |
See Stealth | 7 |
See Invisible | 5 |
Offense: Mainhand
Damage | 24 |
Accuracy | 44 |
Crit Chance | 6% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 44 |
Crit Chance | 8% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Mind | +5% |
Nature | +5% |
Physical | +5% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +10% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 27 |
Mental Save | 26 |
Defense: Resistances
Acid | + 23%( 70%) |
Physical | + 20%( 70%) |
Cold | + 39%( 70%) |
All | + 9%( 70%) |
Darkness | + 12%( 70%) |
Light | + 17%( 70%) |
Temporal | + 19%( 70%) |
Lightning | + 21%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Disarm Resistance | 22% |
Poison Resistance | 20% |
Blind Resistance | 10% |
Inscriptions (4/4)
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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 57 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 5 blight, 3 cold, 5 fire |
Class Talents
Spell / Dark spells | 1.20 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Solargun training | 1.30 |
| 2/5 |
| 3/5 |
Spell / Solar magic | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.15 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
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. | active |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Willpower 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
Equipment
Quiver | Magmawill the timeworn solar battery(23/23, 15-18 power, 1 apr) Magmawill the timeworn solar battery(23/23, 15-18 power, 1 apr)0.0 T1 battery ammo [Rare] Nature Power 15.0 - 18.0 Fire Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 23 Ranged+ +16 fire On Hit.r1 +16 mind On Crit.r2 +4 fire On Hit: * 10% chance to reduce all saves and defense by 20 Batteries are used to power Solar Guns. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +20% light Melee Ret 2 light ----- def ----- Resists +3% cold Mind.save +6 (+3 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +5 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 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.80 to 98.39 lightning damage (65.59 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +23.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) Apr +11 ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +21% Amulets can have magical properties. |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +3% nature +3% darkness +9% light Spell.save +6 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | steady timeworn solar gun steady timeworn solar gun1.0 T1 solargun 1H weapon [Ego] Master Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Shots beam through all targets. While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+2 eff.) A compact gun that conducts solar energies. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +3% lightning Phys.save +3 (+2 eff.) Mind.save +5 (+3 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 27.44 to 34.30 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +21% Amulets can have magical properties. |
timeworn solar gun of cold timeworn solar gun of cold1.0 T1 solargun 1H weapon [Ego] Arcane Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +7 cold Shots beam through all targets. While equipped: dps ---------- Dmg.mod +9% cold A compact gun that conducts solar energies. |
Earth-ruling timeworn solar battery(26/26, 13.5-16.2 power, 1 apr) Earth-ruling timeworn solar battery(26/26, 13.5-16.2 power, 1 apr)0.0 T1 battery ammo [Ego] Nature Power 13.5 - 16.2 Nature Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 26 Batteries are used to power Solar Guns. |
Sky-ruling timeworn solar battery(27/27, 11.5-13.8 power, 1 apr) Sky-ruling timeworn solar battery(27/27, 11.5-13.8 power, 1 apr)0.0 T1 battery ammo [Ego] Nature Power 11.5 - 13.8 Lightning Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 27 Batteries are used to power Solar Guns. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning 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 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. |
![]() 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. |
Achievements
Log
You gain 4.19 gold from the transmogrification of wanderer's pair of iron boots of phasing (0 def, 3 armour).
You gain 0.61 gold from the transmogrification of woollen robe of protection (2 def, 2 armour).
You gain 4.60 gold from the transmogrification of mighty steel steamgun of cold.
You gain 5.61 gold from the transmogrification of fungal steel steamgun of nature.
You gain 1.11 gold from the transmogrification of vined mindstar of resolve (5.5-6.05 power, 18 apr, nature damage).
You gain 5.74 gold from the transmogrification of projecting vined mindstar of gales (5.5-6.05 power, 18 apr, nature damage).
You gain 5.17 gold from the transmogrification of honing vined mindstar of frost (5.5-6.05 power, 18 apr, nature damage).
You gain 4.11 gold from the transmogrification of caller's vined mindstar (5.5-6.05 power, 18 apr, nature damage).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 21st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
Today is the 22nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
There is a A mysterious hole in the beach here (press '' or right click to use).
Rena switches her weapons to: Unerring Scalpel
steady timeworn solar gun
Magmawill the timeworn solar battery.
There is a A mysterious hole in the beach here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
Saving game...
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.