










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.0Combines 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 1.6.7Official 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 | Higher |
| Class | Wyrmic |
| Level / Exp | 7 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by dozing giant venus flytrap at level 7 on the 2nd Mirth 122nd year of Ascendancy at 18:33 / 1 |
Primary Stats
| Strength | 26 (base 25) |
| Dexterity | 12 (base 10) |
| Constitution | 11 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 25 (base 24) |
| Cunning | 13 (base 10) |
Resources
| Life | -2/280 |
| Stamina | 155/156 |
| Equilibrium | 24 |
| Healing Factor | 1.0082872928177 |
| Regeneration | 2.5959340742207 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 35 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Arcane | +3% |
| Light | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17.954920785834 (73.452380952381%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 13 |
| Physical Save | 14 |
| Spell Save | 22 |
| Mental Save | 13 |
Defense: Resistances
| Light | + 22%( 70%) |
| Fire | + 13%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 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: 18 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: 16 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
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 34.63 nature damage per turn. Poison |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved spell save by +12. | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. pair of rough leather boots (0 def, 1 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 (-) A pair of boots made of leather. |
| On fingers | [vs. rogue's copper ring of light (+22%) (On fingers)]rogue's copper ring of light (+22%) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2(-) Cun dps ---------- Dmg.mod +11%(-) light ----- def ----- Defense +4 (+4 eff.) (-) Resists +22%(-) light Rings can have magical properties. |
| Around neck | [vs. insulating copper amulet (Around neck)]insulating copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13%(-) fire +10%(-) cold Amulets can have magical properties. |
| In main hand | [vs. River's Fury (125% power, 8 apr) (In main hand)]River's Fury (125% power, 8 apr) 3.0 T1 trident 2H weapon Reqs Str 12 [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical 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 (+8 eff.) (-) Mov.spd +10% (-) Dmg.mod +10%(-) cold Acc +10 (+5 eff.) (-) ----- def ----- Resists +10%(-) cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 59/80. 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 6.79 cold damage and 6.17 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. |
| On hands | [vs. iron gauntlets of magic (+2) (0 def, 1 armour) (On hands)]iron gauntlets of magic (+2) (0 def, 1 armour) 1.5 T1 hands armor [Ego] Arcane While equipped: Stats +2(-) Mag dps ---------- Dmg.mod +3%(-) arcane ----- def ----- Armour +1 (-) Fatigue +1% (-) Unarmed combat: Power 104% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 (-) Crit +2.0% (-) Atk.spd 83% (-) Melee+ +5(-) arcane On Crit.r2 +5(-) arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.0 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. |
| Cloak | [vs. linen cloak of Eldoral (1 def, 0 armour) (Cloak)]linen cloak of Eldoral (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1(-) Cun +1(-) Dex ----- def ----- Defense +1 (+1 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. iron mail armour (2 def, 4 armour) (Main armor)]iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Normal] While equipped: ----- def ----- Armour +4 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) A suit of armour made of mail. |
Inventory
[vs. Infusion: Regeneration (on body)]regeneration infusion of the psychic (heal 164; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 164 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. River's Fury (125% power, 8 apr) (In main hand)]Bill's Tree Trunk (136% power, 7 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 137% (+11%) Range: 1.7x (+0.3x) Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 (-1) Crit +1.5% (-3.5%) Atk.spd 100% (-) Melee+ +0(-15) cold While equipped: dps ---------- Spell.pwr +0 (+0 eff.) (-10 (-8 eff.)) Mov.spd +0% (-10%) Dmg.mod +0%(-10%) cold Acc +0 (+0 eff.) (-10 (-5 eff.)) ----- def ----- Resists +0%(-10%) cold Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
[vs. River's Fury (125% power, 8 apr) (In main hand)]iron longsword (101% power, 2 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Normal] Power 101% (-25%) Range: 1.4x (+0.0x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-6) Crit +2.5% (-2.5%) Atk.spd 100% (-) Melee+ +0(-15) cold While equipped: dps ---------- Spell.pwr +0 (+0 eff.) (-10 (-8 eff.)) Mov.spd +0% (-10%) Dmg.mod +0%(-10%) cold Acc +0 (+0 eff.) (-10 (-5 eff.)) ----- def ----- Resists +0%(-10%) cold Sharp, long, and deadly. |
[vs. River's Fury (125% power, 8 apr) (In main hand)]Skullcleaver (120% power, 4 apr) 3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 121% (-5%) Range: 1.4x (+0.0x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 (-4) Crit +12.0% (+7.0%) Atk.spd 100% (-) HP.leech +10% Melee+ +0(-15) cold Dmg.conv 25% blight While equipped: dps ---------- Spell.pwr +0 (+0 eff.) (-10 (-8 eff.)) Mov.spd +0% (-10%) Dmg.mod +8% blight +0%(-10%) cold Acc +0 (+0 eff.) (-10 (-5 eff.)) ----- def ----- Resists +0%(-10%) cold A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor Reqs - Shield usage training Str 16 [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]cleansing rough leather armour of resilience (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +2 (-2) Defense +3 (+3 eff.) (+1 (+1 eff.)) Fatigue +6% (-6%) Resists +11% nature +11% blight Max.HP +25.00 A suit of armour made of leather. |
[vs. pair of rough leather boots (0 def, 1 armour) (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 +10.00 A pair of boots made of leather. |
[vs. pair of rough leather boots (0 def, 1 armour) (On feet)]pair of iron boots 'Glitterbloom' (0 def, 3 armour) 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +3% fire ----- def ----- Armour +3 (+2) Fatigue -3% Resists +3% lightning +6% fire Phys.save +6 (+6 eff.) ---------- misc Max.enc +23 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
2 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. |
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. |
2 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. |
3 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. |
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 (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. |
Achievements
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kekki the Higher Wyrmic level 7
78th Pyre 122nd year of Ascendancy at 11:49 see stats
Log
You are unable to move!
Kekki is no longer pinned.
Kekki stops regenerating health quickly.
Burning from Adamina the dozing giant venus flytrap hits Kekki for 9 fire damage.
Adamina the dozing giant venus flytrap shoots!
Adamina the dozing giant venus flytrap's Shoot hits Kekki for 10 physical, 4 lightning, 2 nature, 0 arcane (16 total damage).
Adamina the dozing giant venus flytrap's Shoot hits Kekki for 10 physical, 4 lightning, 2 nature, 0 arcane (16 total damage).
Burning from Adamina the dozing giant venus flytrap hits Kekki for 9 fire damage.
Dozing giant venus flytrap uses Spit Poison.
Kekki is poisoned!
Dozing giant venus flytrap uses Spit Poison.
Dozing giant venus flytrap hits Kekki for 17 nature damage.
Dozing giant venus flytrap hits Kekki for 17 nature damage.
Adamina the dozing giant venus flytrap shoots!
Adamina the dozing giant venus flytrap's Shoot hits Kekki for 11 physical, 4 lightning, 2 nature, 0 arcane (17 total damage).
Adamina the dozing giant venus flytrap's Shoot hits Kekki for 11 physical, 4 lightning, 2 nature, 0 arcane (18 total damage).
Kekki stops burning.
Poison from Dozing giant venus flytrap hits Kekki for 35 nature damage.
Adamina the dozing giant venus flytrap uses Implant: Steam Generator.
Poison from Dozing giant venus flytrap hits Kekki for 35 nature damage.
Talent Infusion: Regeneration is ready to use.
Poison from Dozing giant venus flytrap hits Kekki for 35 nature damage.
Kekki the level 7 higher wyrmic was splurged to death by a dozing giant venus flytrap on level 1 of Heart of the Gloom.
Kekki deactivates Icy Skin.
Kekki stops being poisoned.









































































