










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Spell Merchants 1.6.6T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 |
| Campaign | Infinite |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 8 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by orc pyromancer at level 8 on the 6th Mirth 122nd year of Ascendancy at 20:43 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 34 (base 32) |
| Willpower | 13 (base 13) |
| Cunning | 19 (base 18) |
Resources
| Life | -77/278 |
| Mana | 70/84 |
| Soul | 8/12 |
| Healing Factor | 1.0561497326203 |
| Regeneration | 2.3763368983957 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 4.6761451700985 |
| See Invisible | 10.868204561763 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 5 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Cold | +9% |
| Nature | +12% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +5% |
| Lightning | +15% |
| Arcane | +5% |
| Cold | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 21 |
| Mental Save | 21 |
Defense: Resistances
| Darkness | + 3%( 70%) |
| Nature | + 11%( 70%) |
| Arcane | -7%( 70%) |
| Cold | -3%( 70%) |
| All | -13%( 70%) |
Defense: Immunities
| Confusion Resistance | 29% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 21 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: 15 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 / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Keen Senses |
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: Random Artifact: Searstreak (0 def, 3 armour) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Chalyfast the Hailmalice (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances penetration: +10% cold Changes damage: +9% cold Maximum encumbrance: +21 Physical save: +5 (+3 eff.) A pair of boots made of leather. |
| On hands | Gunadin (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes resistances: +5% darkness Changes resistances penetration: +5% arcane Changes damage: +3% darkness Blindness immunity: +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. |
| On head | rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A cap made of leather. |
| Tool | Yvuvena the elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 26% Changes stats: +1 Dex / +1 Con It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 203 Base Damage: 100 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Swampfurnace'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Cun / +2 Con Changes resistances penetration: +5% nature Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
| On fingers | wizard's stralite ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +29% Rings can have magical properties. |
| Around waist | rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
| Main armor | Polamira (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% nature / +5% arcane / +9% darkness / +7% all Changes resistances penetration: +5% acid Changes damage: +12% nature Spell save: +3 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | Alyrefang the Oakvalor (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +7 (+7 eff.) Effects on melee hit: * 10% chance to reduce armor by 26% Changes resistances penetration: +10% nature Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 62.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Isloldawen the Arcpunish (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +1 Str / +2 Con Changes resistances penetration: +5% mind / +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern 'Emelalewe'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% nature / +9% cold Physical save: +3 (+2 eff.) Mindpower: +5 (+3 eff.) Light radius: +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. |
Inventory
Snowglory the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +6% cold Changes resistances penetration: +5% cold Changes damage: +11% lightning / +9% darkness Rings can have magical properties. |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
agate0.00 Encumbrance. 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. |
48 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
soothing elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 32. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.quick elm wand of shielding [power 98] (14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 citrine0.00 Encumbrance. 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. |
2 zircon0.00 Encumbrance. 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
Skeleton mage hits Skeleton warrior for 20 physical damage.
Skeleton warrior hits Skeleton warrior for 52 physical, 12 light, 7 fire (71 total damage).
Skeleton warrior hits Spitting spider for 7 fire damage.
Skeleton warrior hits Dire wolf for 7 fire damage.
Skeleton warrior hits Sandworm for 5 fire damage.
Skeleton warrior hits Rattlesnake for 7 fire damage.
Orc pyromancer uses Pride of the Orcs.
Skeleton master archer's Shoot misses rattlesnake.
Orc pyromancer receives 199 healing from Pride of the Orcs.
Spitting spider hits Skeleton mage for 22 nature damage.
Skeleton master archer looks a little pale around the edges.
Talent Invoke Darkness is ready to use.
Orc pyromancer's Fireflash hits Skeleton mage for 371 fire damage.
Orc pyromancer's Fireflash hits Skeleton master archer for 371 fire damage.
Orc pyromancer's Fireflash hits Spitting spider for 371 fire damage.
Orc pyromancer's Fireflash hits Dire wolf for 355 fire damage.
Orc pyromancer's Fireflash hits Skeleton master archer for 371 fire damage.
Orc pyromancer's Fireflash hits Cave troll for 557 fire damage.
Orc pyromancer's Fireflash hits Rattlesnake for 367 fire damage.
Orc pyromancer's Fireflash hits Sandworm for 280 fire damage.
Orc pyromancer's Fireflash hits Spitting spider for 371 fire damage.
Orc pyromancer's Fireflash hits Rattlesnake for 371 fire damage.
Orc pyromancer's Fireflash hits Skeleton warrior for 371 fire damage.
Orc pyromancer's Fireflash hits mobdeep for 350 fire damage.
Orc pyromancer's Fireflash hits Skeleton mage for 371 fire damage.
Orc pyromancer's Fireflash hits Skeleton warrior for 371 fire damage.
mobdeep the level 8 cornac necromancer was combusted to death by an orc pyromancer on level 6 of Infinite Dungeon.
Mobdeep deactivates Necrotic Aura.
Mobdeep deactivates Keen Senses.
Mobdeep deactivates Blurred Mortality.






















































