












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 Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sungun |
| Level / Exp | 10 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 10 on the 2nd Flare 122nd year of Ascendancy at 17:55 / 1 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 21 (base 20) |
| Constitution | 10 (base 10) |
| Magic | 39 (base 22) |
| Willpower | 32 (base 23) |
| Cunning | 12 (base 11) |
Resources
| Life | -18/255 |
| Mana | 236/240 |
| Stamina | 193/193 |
| Positive | 77/77 |
| Healing Factor | 1.1 |
| Regeneration | 4.675 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 35 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 35 |
| Crit Chance | 7% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Light | +10% |
| Mind | +12% |
Defense: Base
| Armour (hardiness) | 8 (37.105606258149%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 22 |
| Mental Save | 25 |
Defense: Resistances
| Light | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/4)
| 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 100 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 was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (25 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Solargun training | 1.30 |
| 3/5 |
| 1/5 |
| Celestial / Sunlight | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Solar magic | 1.40 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Celestial / Light | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.15 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Darkness Root |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 374 HP on the iceblock remaining. Frozen |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by copperhead snake. Escort: worried loremaster (level 2 of Scintillating Caves) | failed |
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 |
Equipment
| On feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
| Quiver | deadly timeworn solar battery of wind(22/22, 16.5-19.8 power, 1 apr) deadly timeworn solar battery of wind(22/22, 16.5-19.8 power, 1 apr)0.0 T1 battery ammo [Ego] Nature/Master Power 16.5 - 19.8 Bright light Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 22 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 88 physical damage Batteries are used to power Solar Guns. |
| Light source | Summertide Phial1.0 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.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On hands | steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +20% 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. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
| Around waist | Cyryth the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Max.HP +31.00 HP.reg +2.00 Silence- +20% A belt that goes around your waist. |
| In main hand | timeworn solar gun 'Aerubretha' timeworn solar gun 'Aerubretha'1.0 T1 solargun 1H weapon [Rare] Master Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +4 mind While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% arcane +12% mind Acc +5 (+2 eff.) ----- def ----- Resists +5% arcane A compact gun that conducts solar energies. |
| Main armor | Ce'Numira the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Apr +1 Melee Ret 4 physical ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +16% fire ---------- misc Infravis +3 A suit of armour made of leather. |
| In off hand | iron dagger of massacre (15.5-20.15 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.5 - 20.2 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +2 Mag ----- def ----- Defense +7 (+0 eff.) Phys.save +5 (+2 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 | restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets can have magical properties. |
Inventory
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str 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. |
cleansing rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +11% nature +11% blight A suit of armour made of leather. |
acidic timeworn solar battery(23/23, 12.5-15 power, 1 apr) acidic timeworn solar battery(23/23, 12.5-15 power, 1 apr)0.0 T1 battery ammo [Ego] Arcane Power 12.5 - 15.0 Bright light Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 23 On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Batteries are used to power Solar Guns. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Rena picks up (b.): cleansing rough leather armour (3 def, 2 armour).
Rena is encased in ice!
Something hits Rena for 128 cold damage.
Melee retaliation hits Iceblock for 4 physical damage.
Rena hits Iceblock for 11 physical damage.
Something hits Rena for (29 to ice), 43 physical (43 total damage).
Melee retaliation hits Iceblock for 4 physical damage.
Rena hits Iceblock for 12 physical damage.
Something hits Rena for (24 to ice), 36 arcane (36 total damage).
Rena performs a melee critical strike against Rena!
Melee retaliation hits Iceblock for 4 physical damage.
Rena hits Iceblock for 19 physical damage.
Skeleton archer's Shoot hits Rena for (9 to ice), 14 physical, (3 to ice), 5 blight (19 total damage).
Melee retaliation hits Iceblock for 4 physical damage.
Rena hits Iceblock for 14 physical damage.
Skeleton archer's Shoot hits Rena for (9 to ice), 13 physical, (3 to ice), 5 blight (18 total damage).
The Shade is seized by a Darkness Root.
The Shade is free from the Darkness Root.
Melee retaliation hits Iceblock for 4 physical damage.
Rena hits Iceblock for 13 physical damage.
Skeleton archer's Shoot hits Rena for (7 to ice), 11 physical, (3 to ice), 5 blight (16 total damage).
The Shade is seized by a Darkness Root.
The Shade casts Manathrust.
Saving game...















































