











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 14 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Mayymima the treant at level 14 on the 60th Dusk 122nd year of Ascendancy at 18:29 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 15 (base 11) |
| Constitution | 17 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 63 (base 40) |
| Cunning | 36 (base 30) |
Resources
| Life | -56/330 |
| Equilibrium | 18 |
| Healing Factor | 1.062941519274 |
| Regeneration | 1.0097944433103 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 46.254036314199 |
| See Invisible | 46.254036314199 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Cold | +15% |
| All | 0% |
| Lightning | +12% |
| Light | +6% |
| Darkness | +6% |
| Mind | +6% |
| Fire | +14% |
| Nature | +23% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +15% |
| Physical | +7% |
| Nature | +18% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 32 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Arcane | + 12%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 13%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 197 damage for 4 turns. Its effects scale with your Cunning stat. |
| 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 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.50 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
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 Shade. | done |
Equipment
| On feet | Eilinuta the Starweeper (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% light Res.pen +10% blight ----- def ----- Armour +1 Resists +12% blight Blink to a nearby random location (rad 7) Puts all charms on 19 cooldown A pair of boots made of leather. |
| Light source | brass lantern 'Coalrebel'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +5 (+4 eff.) Dmg.mod +6% mind Apr +1 On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Defense +15 (+8 eff.) Resists +6% lightning Die.at -40.00 life ---------- 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 | Olaledir (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +3% temporal +3% darkness +5% arcane +3% light Phys.save +7 (+4 eff.) Spell.save +15 (+7 eff.) A pointy cloth hat, very wizardly... |
| Tool | ash totem of healing 'Manavor' [power 188] (12 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Resists +2% physical Phys.save +9 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Blindslice'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +4 Con dps ---------- Dmg.mod +14% nature +6% darkness ----- def ----- Resists +22% nature Rings make your fingers look great! |
| On fingers | Glaciermonster0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +15% cold Res.pen +15% lightning Melee Ret 2 nature 4 cold ----- def ----- Resists +27% lightning Rings make your fingers look great! |
| Around waist | Lelumnir the Earthstun1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +5 (+3 eff.) Phys.save +6 (+3 eff.) Max.HP +30.00 A belt that goes around your waist. |
| In main hand | harmonious vined mindstar of sand (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego++] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 physical Dmg.mod +4% nature +6% physical Res.pen +3% nature +7% physical ----- def ----- Resists +2% nature +4% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| On hands | Sludgegrip (0 def, 0 armour)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. |
| In off hand | gifted vined mindstar of life (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +9 (+3 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Voremina the Brightshine (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Cun +2 Con dps ---------- Dmg.mod +3% fire Acc +4 (+4 eff.) Apr +5 ----- def ----- Defense +1 (+1 eff.) Resists +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Kastir' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Dex +5 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +16% fire +7% all Spell.save +3 (+1 eff.) Pinning- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
ash starstaff of power (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+9 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff (18-22 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+8 eff.) Dmg.mod +18% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron greatmaul of projection (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Psionic Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
acidic steel mace of massacre (22-30 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
hateful steel mace of massacre (20-29 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Master/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 darkness Against +7% Living Blunt and deadly. |
steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
creative mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arurin (0 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +9% temporal +6% physical +6% light +5% arcane Phys.save +13 (+7 eff.) Mind.save +3 (+1 eff.) Silence- +10% A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light 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. |
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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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. |
cleansing elm totem of stinging [power 110] (12 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 135 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Carro Pino the Cornac Summoner level 10
7th Mirth 122nd year of Ascendancy at 13:47 see stats
Log
Mayymima the treant receives 19 healing from Unnatural Body.
Carro Pino misses Shadow.
Carro Pino hits Shadow for 17 mind, 5 physical (21 total damage).
Melee retaliation hits Shadow for 2 nature, 4 cold (6 total damage).
Shadow hits Carro Pino for (30 absorbed), 0 physical (0 total damage).
The shield around Carro Pino crumbles.
Carro Pino hits Shadow for 17 mind, 5 physical, 15 mind, 5 physical (41 total damage).
Melee retaliation hits Shadow for 2 nature, 4 cold (6 total damage).
Shadow hits Carro Pino for 31 physical damage.
Talent Hydra is ready to use.
Carro Pino summons a Minotaur!
Minotaur uses Sunder Arms.
Mayymima the treant's fighting ability is impaired!
Minotaur hits Mayymima the treant for 73 physical damage.
Melee retaliation hits Shadow for 2 nature, 4 cold (6 total damage).
Shadow hits Carro Pino for 30 physical damage.
Talent Meditation is ready to use.
Carro Pino summons a Ritch Flamespitter!
Carro Pino uses Infusion: Regeneration.
Carro Pino starts regenerating health quickly.
Mayymima the treant uses Willful Strike.
Mayymima the treant's mind surges with critical power!
Carro Pino was blasted into Shadow!
Mayymima the treant hits Shadow for 9 physical damage.
Mayymima the treant hits Carro Pino for 172 physical, 24 physical (196 total damage).
Carro Pino the level 14 cornac summoner was impaled to death by Mayymima the treant on level 3 of Tarridorak.









































































