







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Corruptor |
| Level / Exp | 10 / 1% |
| Size | small |
| Lifes / Deaths | Killed by Layiriwyn the storm drake hatchling at level 9 on the 4th Flare 122nd year of Ascendancy at 21:21 / 2Killed by bloated horror at level 10 on the 5th Flare 122nd year of Ascendancy at 21:48 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 7 (base 12) |
| Magic | 34 (base 34) |
| Willpower | 19 (base 13) |
| Cunning | 27 (base 20) |
Resources
| Life | -41/187 |
| Vim | 119/203 |
| Healing Factor | 0.96880457979619 |
| Regeneration | 0.24220114494905 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 7 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +16% |
| Fire | +10% |
Offense: Damage Penetration
| Blight | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 1 |
| Physical Save | 11 |
| Spell Save | 18 |
| Mental Save | 16 |
Defense: Resistances
| Arcane | + 12%( 70%) |
| Acid | + 13%( 70%) |
| Fire | + 24%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 35% |
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
| Corruption / Blood | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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: * You've found the needed ritch stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
Equipment
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 | rough leather cap 'Layath' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +6% blight Res.pen +15% temporal ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +2.00 Max.vim +10.00 A cap made of leather. |
| Tool | extending elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Around waist | rough leather belt 'Gotha'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Defense +15 (+8 eff.) Resists +6% acid +3% fire +5% arcane Phys.save +7 (+7 eff.) Pinning- +20% Teleport- +10% A belt that goes around your waist. |
| Main armor | linen robe of fire (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +7% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | surging elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) S.pwr/crit +3 Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | linen cloak 'Scorpionstreak' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Res.pen +10% blight Melee Ret 2 arcane ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.04 Max.vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
Inventory
movement infusion (speed 402%; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 402% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
chilling iron greatmaul of massacre (29-44 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 cold Massive two-handed mauls. |
hateful iron greatmaul (18-28 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Psionic Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 darkness Against +9% Living Massive two-handed mauls. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon Reqs Str 12 [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+10 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.66 cold damage and 8.66 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Emeremira the Hellsspire (18/18, 13-16 power, 1 apr)3.0 T1 shot ammo [Rare] Psionic Power 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +20 mind +7 physical On Hit: * 20% chance to reduce all saves and defense by 16 * 20% chance to knock the target back 3 spaces and deal 84 physical damage Shots are used with slings to pummel your foes to death. |
linen robe of darkness (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Phys.save +6 (+6 eff.) A belt that goes around your waist. |
Windpulverizer (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Defense +7 (+4 eff.) Resists +12% mind +3% nature Phys.save +5 (+5 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour) =1 STR 1 CON=2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +1 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
sand iron gauntlets of strength (+2) (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+6 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding linen wizard hat of nature (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal +16% nature A pointy cloth hat, very wizardly... |
rough leather cap 'Dagaruistir' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +11% light +11% darkness A cap made of leather. |
Glintguile (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Acc +10 (+10 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +5% Resists +3% light Phys.save +13 (+11 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+3) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
brass lantern 'Pusobeisance'2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% nature +3% physical Acc +5 (+5 eff.) ---------- misc Max.stam +30.00 Light +6 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
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. |
extending elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By D2 the Yeek Corruptor level 10
5th Flare 122nd year of Ascendancy at 17:38 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By D2 the Yeek Corruptor level 9
4th Flare 122nd year of Ascendancy at 21:21 see stats
Log
Resting starts...
The shield around D2 crumbles.
D2 hits Something for (22 absorbed), 0 acid (0 total damage).
D2 hits Something for 21 acid damage.
D2 hits Something for 22 acid damage.
Talent Blood Spray is ready to use.
Talent Corrosive Worm is ready to use.
The shield around bloated horror crumbles.
Rested for 9 turns (stop reason: hostile spotted to the northeast (bloated horror)).
D2 uses Dominant Will.
Bloated horror's mind is shattered.
D2 casts Soul Rot.
Bloated horror is afflicted by a weakness disease!
D2's Soul Rot hits Bloated horror for 75 blight damage.
You collect a new ingredient: bloated horror heart (1).
Weakness Disease from D2 hits Bloated horror for 13 blight damage.
Weakness Disease from D2 killed Bloated horror!
Resting starts...
Talent Virulent Disease is ready to use.
Talent Soul Rot is ready to use.
Rested for 13 turns (stop reason: taken damage).
Something hits D2 for 138 mind damage.
D2 uses Infusion: Healing.
D2 receives 48 healing from Infusion: Healing.
Something hits D2 for 138 mind damage.
D2 the level 10 yeek corruptor was mentally tortured to death by a bloated horror on level 1 of Ruins of Kor'Pul.
































































