






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Inferno Race Pack 1.7.0Adds a collection of my races. 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:
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.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! 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: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Demons |
Mode | Insane Adventure |
Sex | Female |
Race | Ancient |
Class | Mana Knight |
Level / Exp | 23 / 5% |
Size | medium |
Lifes / Deaths | Killed by Lisuwen the void horror at level 23 on the 126th Vengeance 123rd year of Ascendancy at 18:28 3 / 2Killed by Gloryratira the caravan merchant at level 23 on the 160th Vengeance 123rd year of Ascendancy at 03:06 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 39 (base 34) |
Constitution | 13 (base 10) |
Magic | 57 (base 48) |
Willpower | 57 (base 48) |
Cunning | 16 (base 10) |
Resources
Life | 489/489 |
Mana | 467/467 |
Stamina | 294/294 |
Essence | 100/100 |
Healing Factor | 1.0141681505658 |
Regeneration | 17.49440059726 |
Speed
Mental | 0% |
Attack | +8% |
Movement | -66.666666666667% |
Spell | +8% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 54 |
Accuracy | 57 |
Crit Chance | 22% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 32% |
Speed | 0.92592592592593 |
Cooldown Reduction | 8 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 14% |
Speed | 0.92592592592593 |
Offense: Damage Bonus
Darkness | +9% |
Physical | +5% |
Arcane | +41% |
All | 0% |
Nature | +3% |
Offense: Damage Penetration
Arcane | +24% |
Mind | +5% |
Physical | +30% |
Defense: Base
Armour (hardiness) | 37 (62%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 20 |
Physical Save | 33 |
Spell Save | 50 |
Mental Save | 43 |
Defense: Resistances
Blight | + 61%( 89%) |
Arcane | + 54%( 89%) |
Cold | + 9%( 77%) |
All | + 4%( 77%) |
Lightning | + 14%( 77%) |
Temporal | + 56%( 89%) |
Physical | + 42%( 77%) |
Mind | -6%( 77%) |
Darkness | + 18%( 77%) |
Nature | + 2%( 69%) |
Defense: Immunities
Silence Resistance | 48% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 282 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 111 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. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.40 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wizard Knight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Arcane Expertimentation | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Unarmed discipline | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Mana Flare | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Spell / Stone | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Magical Fundamentals | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat Casting | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Undead / Ancient | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | active |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * You must bring down the dwarven kingdom of the Iron Throne. * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
You were given a memory crystal to improve your skills. The Hollow CrystalBut it didn't have any memories in it. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Changes stats: +3 Str / +2 Dex Changes resistances: +10% lightning / +7% temporal Life regen: +4.00 Only die when reaching: -40.00 life Light radius: +1 A pair of boots made of leather. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.11 Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +6% nature / +9% darkness Changes damage: +3% nature Maximum life: +30.00 A belt that goes around your waist. |
Main armor | ![]() Requires: - Heavy armour training - Magic 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +19 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Mag Changes resistances: +3% blight Changes damage: +6% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +6% A suit of armour made of mail. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Mag Changes damage: +5% arcane Life regen: +1.00 Stamina each turn: +1.00 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +4 arcane Damage (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% blight / +6% darkness Changes damage: +9% darkness Maximum life: +40.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% blight / +5% cold / +5% arcane Changes resistances penetration: +5% mind Allows you to breathe in: water Spell save: +12 (+4 eff.) Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Physical save: +5 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 88 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. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(114 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 6 fire Changes stats: +1 Str Changes resistances: +9% fire / +6% darkness / +3% mind Changes damage: +15% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Vampknight the Ancient Mana Knight level 10
72nd Vengeance 123rd year of Ascendancy at 14:25 see stats
By Vampknight the Ancient Mana Knight level 20
78th Vengeance 123rd year of Ascendancy at 09:50 see stats
By Vampknight the Ancient Mana Knight level 22
79th Vengeance 123rd year of Ascendancy at 15:23 see stats
Log
Gloryratira the caravan merchant performs a melee critical strike against Vampknight!
Vampknight is stunned!
Gloryratira the caravan merchant starts to bleed.
Vampknight killed Guard dog!
Vampknight killed Guard dog!
Gloryratira the caravan merchant hits Vampknight for (1 shrugged off), 14 physical, (1 shrugged off), 15 physical, (7 shrugged off), 74 light, (6 shrugged off), 64 darkness, (2 shrugged off), 29 physical, (1 shrugged off), 15 physical, (7 shrugged off), 74 light, (6 shrugged off), 64 darkness (349 total damage).
Melee retaliation hits Gloryratira the caravan merchant for 1 nature, 1 nature (3 total damage).
Vampknight's Earthen Missiles hits Gloryratira the caravan merchant for 12 physical, 2 physical (14 total damage).
Vampknight's Earthen Missiles hits Gloryratira the caravan merchant for 12 physical, 2 physical (14 total damage).
Caravan guard uses Wrath of the Highborn.
Caravan guard radiates power.
Something points his ash totem of summon tentacle at a spot nearby, releasing a writhing tentacle!
Cyrudhebeth the corrupted guard dog deactivates Forcefield.
Guard dog rushes out!
Vampknight is dazed!
Guard dog hits Vampknight for (1 shrugged off), 10 physical (10 total damage).
Melee retaliation hits Guard dog for 1 nature damage.
Gloryratira the caravan merchant uses Shield Slam.
Gloryratira the caravan merchant performs a melee critical strike against Vampknight!
Vampknight is not dazed anymore.
Gloryratira the caravan merchant performs a melee critical strike against Vampknight!
Gloryratira the caravan merchant hits Vampknight for (1 shrugged off), 18 physical, (1 shrugged off), 19 physical, (8 shrugged off), 90 light, (7 shrugged off), 78 darkness (204 total damage).
Melee retaliation hits Gloryratira the caravan merchant for 1 nature, 1 nature, 1 nature (2 total damage).
Vampknight the level 23 ancient mana knight was shadowed to death by Gloryratira the caravan merchant on level 1 of Caravan.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gloryratira the caravan merchant killed Vampknight!
Saving game...
Saving done.