









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Harbinger 1.5.6 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Zephyr 1.5.8 Mage Knight 1.5.5Adds 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.6.7Official Expansion!Embers of Rage 1.6.7Official Expansion!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 | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Phoenix Knight |
| Level / Exp | 12 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Emythra the rogue at level 12 on the 4th Flare 122nd year of Ascendancy at 14:43 / 1 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 15 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 37 (base 37) |
| Willpower | 27 (base 25) |
| Cunning | 16 (base 10) |
Resources
| Life | -85/328 |
| Mana | 124/242 |
| Stamina | 125/125 |
| Positive | 63/63 |
| Healing Factor | 1.3498961775919 |
| Regeneration | 8.8175106423842 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 22 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Physical | +3% |
| All | 0% |
| Cold | +9% |
| Arcane | +6% |
| Fire | +26% |
| Nature | +16% |
Offense: Damage Penetration
| Lightning | +10% |
| Temporal | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 18 (45%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 7 |
| Physical Save | 32 |
| Spell Save | 29 |
| Mental Save | 15 |
Defense: Resistances
| Nature | + 37%( 70%) |
| Cold | + 9%( 66%) |
| Light | + 28%( 76%) |
| Temporal | + 20%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 51%( 76%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 21% |
| Bleed Resistance | 100% |
| Knockback Resistance | 23% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 285 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Phoenix Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phoenix Fire | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Fire | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Ascendance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Wildfire | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Anime Style |
| talent | Phoenix Blood |
| talent | Eldritch Combat |
| talent | Chant of Fortress |
| talent | Eldritch Aura |
| talent | Phoenix Heart |
| talent | Phoenix Soul |
| talent | Glory Rising |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Your strength is fading, causing you to take 4.23 damage each turn. Fading |
| detrimental effect | The target is losing hope, all damage it does is reduced by 20%. Numbing Darkness |
Quests
You failed to protect the lost warrior from death by large white snake. Escort: lost warrior (level 3 of Norgos Lair) | failed |
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 |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | Wintertide PhialRequires: Powered 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 51/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Lisuta the Blazeravage (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +5% Changes resistances: +5% fire / +6% cold Changes resistances penetration: +5% lightning Changes damage: +3% lightning Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Brenalathadir [power 100] (25 cooldown)Requires: Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes damage: +3% physical Critical mult.: +5.00% It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 102 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Chargewitch'Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% light / +22% fire Changes damage: +3% lightning / +11% fire Rings can have magical properties. |
| Around waist | Airsteel the rough leather beltRequires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% blight / +3% nature Changes resistances penetration: +5% lightning Blindness immunity: +10% Life regen: +1.00 Healing mod.: +11% A belt that goes around your waist. |
| In main hand | Squalorwrest (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% nature / +3% temporal Changes resistances penetration: +5% nature / +10% temporal Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +36.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)Requires: Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 14% Dex, 40% Cun, 80% Mag, 14% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
| Main armor | linen robe 'Iceterror' (0 def, 8 armour)Requires: Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +8 Changes stats: +1 Dex Changes resistances: +16% nature / +7% all Changes damage: +11% nature / +9% cold Only die when reaching: -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of DeceptionRequires: Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | EmelleRequires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Changes damage: +6% arcane Pinning immunity: +21% Knockback immunity: +23% Psi when hit: +0.04 Maximum hate: +6.00 Mental crit. chance: +1% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion of the warrior (speed 529%; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 529% 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. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.Eremulagorn (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances penetration: +5% blight Changes damage: +3% mind Maximum mana: +60.00 Mental crit. chance: +3% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.mindwoven linen wizard hat of frost (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% cold Changes damage: +11% cold Psi each turn: +0.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Emelowen the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +1 Str / +4 Wil Critical mult.: +5.00% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Recall (1/1)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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Layyreth the Ghoul Phoenix Knight level 10
10th Mirth 122nd year of Ascendancy at 20:52 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Layyreth the Ghoul Phoenix Knight level 10
1st Summertide 122nd year of Ascendancy at 18:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Layyreth the Ghoul Phoenix Knight level 11
2nd Flare 122nd year of Ascendancy at 11:34 see stats
Log
Layyreth receives 4 healing from Phoenix Soul.
Fading hits Layyreth for 5 damage.
Emythra the rogue is no longer evading attacks.
Emythra the rogue shoots!
Layyreth hits Emythra the rogue for 32 physical, 0 arcane (32 total damage).
Eldritch Combat hits Emythra the rogue for 73 fire damage.
Emythra the rogue's spell attains critical power!
Layyreth is weakened by the darkness!
Phoenix Soul hits Layyreth for 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [19 healing].
Emythra the rogue hits Layyreth for 22 mind damage.
Emythra the rogue's Shoot hits Layyreth for 29 physical, 7 lightning, 40 lightning (76 total damage).
Layyreth receives 4 healing from Phoenix Soul.
Fading hits Layyreth for 5 damage.
Emythra the rogue shoots!
Emythra the rogue's Shoot performs a ranged critical strike against Layyreth!
Layyreth has temporarily forgotten Solar Bolt for 3 turns!
Phoenix Soul hits Layyreth for 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [19 healing].
Emythra the rogue's Shoot hits Layyreth for 45 physical, 7 lightning, 22 lightning (75 total damage).
Emythra the rogue hits Layyreth for 19 mind damage.
Layyreth the level 12 ghoul phoenix knight was mentally tortured to death by Emythra the rogue on level 2 of Ruins of Kor'Pul.
Layyreth deactivates Phoenix Heart.
Layyreth deactivates Phoenix Soul.
Layyreth regains their energy.
Layyreth deactivates Glory Rising.
Layyreth deactivates Eldritch Combat.
Layyreth deactivates Phoenix Blood.
Layyreth deactivates Eldritch Aura.
Layyreth deactivates Chant of Fortress.
Layyreth deactivates Anime Style.












































