











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: Razakai's Reworks 1.5.10This addon is somewhere for me to test all my wacky ideas to see what might work in the main game. As the title states, it focuses primarily on reworking existing classes and categories. The first version contains a full Berserker rework. Berserker now has 3 unlocked unique categories: Bloodthirst, Might and Rage. 2H Assault has had a few improvements made. IMPORTANT NOTES 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.] Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Steamtech UI 1.1.4 Ashes of Urh'Rok 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 | Madness Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Earth Knight |
| Level / Exp | 11 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Gyselaith the ghast at level 11 on the 8th Flare 122nd year of Ascendancy at 23:41 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 32 (base 24) |
| Magic | 41 (base 36) |
| Willpower | 20 (base 12) |
| Cunning | 15 (base 10) |
Resources
| Life | -60/487 |
| Mana | 145/168 |
| Stamina | 106/136 |
| Healing Factor | 1.2733663366337 |
| Regeneration | 3.6290940594059 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 25 |
| Crit Chance | 16% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Fire | +13% |
| Darkness | +13% |
| Nature | +35% |
| Arcane | +19% |
| Mind | +13% |
| All | +10% |
Offense: Damage Penetration
| Nature | 0% |
Defense: Base
| Armour (hardiness) | 23.24375124317 (33.138244881545%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 3 |
| Physical Save | 32 |
| Spell Save | 33 |
| Mental Save | 19 |
Defense: Resistances
| Acid | -14%( 66%) |
| Blight | -3%( 70%) |
| Arcane | -4%( 70%) |
| Cold | 0%( 70%) |
| All | -10%( 70%) |
| Darkness | + 7%( 70%) |
| Physical | 0%( 76%) |
| Mind | -3%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 21% |
| Bleed Resistance | 100% |
| Teleport Resistance | 26% |
| Stun Resistance | 63% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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: BlinkUse mode: Activated Range: 3 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Earth | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Terramancy | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Terrakinesis | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 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 | Eldritch Combat |
| talent | Steelskin |
| talent | Eldritch Aura |
| talent | Earthen Body |
| talent | Stone Skin |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 7 and doing 9.68 blight damage per turn. Rotting Disease |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 5 and doing 9.68 blight damage per turn. Decrepitude Disease |
| beneficial effect | Your power flares, boosting various stats by 10%. Eldritch Surge |
Quests
You failed to protect the lost sun paladin from death by electric eel. Escort: lost sun paladin (level 3 of Trollmire) | 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 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 | miner's pair of iron boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Eclipseraider the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage when hit (Melee): 2 nature Changes stats: +1 Cun Changes damage: +3% darkness Life regen: +2.00 Stamina each turn: +0.70 Equilibrium when hit: +0.04 Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 106% Range: 1.4x Uses stats: 40% Cun, 4% Str, 80% Mag, 4% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Uregrim the Hellswrack (1 def, 0 armour)Requires: Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +9% cold Changes damage: +3% fire Critical mult.: +5.00% Physical save: +7 (+3 eff.) Knockback immunity: +10% Only die when reaching: -20.00 life Maximum hate: +2.00 Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling FootRequires: Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Deepstrial the copper ringRequires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Changes damage: +9% lightning Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties. |
| On fingers | Huralin the SplendourwreckRequires: Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +2 Dex / +2 Con Changes resistances: +22% nature Changes damage: +11% nature Light radius: +1 Rings can have magical properties. |
| Around waist | BaryrevorRequires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% mind / +6% darkness Life regen: +0.60 Only die when reaching: -20.00 life Healing mod.: +11% A belt that goes around your waist. |
| Main armor | Balanceraze the linen robe (0 def, 0 armour)Requires: Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +16% nature / +7% all Changes damage: +14% nature / +3% mind Spell save: +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | steel greatsword 'Aeryldatha' (144% power, 2 apr)Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 144% Range: 1.6x Uses stats: 120% Mag, 12% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +10.0% Physical power: +7 (+2 eff.) Changes stats: +7 Str / +6 Dex / +5 Mag / +7 Wil / +6 Cun / +5 Con Changes resistances: +5% arcane Changes damage: +9% arcane Massive two-handed swords. |
| Cloak | Cloak of DeceptionRequires: Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Light source | brass lantern 'Ce'Nilaith'Requires: Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +6 Defense: +15 (+8 eff.) Changes resistances: +6% blight / +3% darkness Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Only die when reaching: -20.00 life Light radius: +3 See stealth: +6 See invisible: +7 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
This item will automatically be transmogrified when you leave the level.iron greatmaul (116% power, 1 apr) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 116% Range: 1.5x Uses stats: 120% Mag, 12% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Grinerim (72% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Eldritch Body Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes resistances: +6% mind Changes damage: +3% mind Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Stun/Freeze immunity: +10% Maximum life: +20.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% 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. |
iron plate armour 'Nightpulverizer' (0 def, 7 armour)Requires: - Massive armour training - Magic 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +7 Fatigue: +22% Changes stats: +1 Str Changes resistances: +17% cold Changes resistances penetration: +15% darkness / +5% nature Stamina each turn: +1.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.iron pickaxe (dig speed 38 turns) Requires: 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. |
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. |
evasive elm totem of stinging [power 116] (15 cooldown)Requires: Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 157 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 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. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Beliba the Ghoul Earth Knight level 10
2nd Flare 122nd year of Ascendancy at 23:48 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Beliba the Ghoul Earth Knight level 10
4th Flare 122nd year of Ascendancy at 22:14 see stats
Log
Porera the degenerated skeleton warrior shoves Ghoul aside.
Fading hits Gyselaith the ghast for 7 damage.
Gyselaith the ghast performs a diseased attack against Beliba.
Beliba is afflicted by a decrepitude disease!
Gyselaith the ghast hits Beliba for (6 flat reduction), (6 absorbed), 0 physical (0 total damage).
Eldritch Combat hits Beliba for (6 flat reduction), (63 absorbed), 0 arcane (0 total damage).
Melee retaliation hits Gyselaith the ghast for 2 nature damage.
Decrepitude Disease from Gyselaith the ghast hits Beliba for (6 flat reduction), 0 blight (0 total damage).
Beliba uses Eldritch Surge.
Beliba's power flares!
Beliba hits Gyselaith the ghast for 43 physical, 11 blight (54 total damage).
Fading hits Gyselaith the ghast for 7 damage.
Gyselaith the ghast performs a diseased attack against Beliba.
Your shield crumbles under the damage!
The shield around Beliba crumbles.
Beliba is afflicted by a rotting disease!
Gyselaith the ghast hits Beliba for (6 flat reduction), (8 absorbed), 0 physical (0 total damage).
Eldritch Combat hits Beliba for (6 flat reduction), (54 absorbed), 25 arcane (25 total damage).
Melee retaliation hits Gyselaith the ghast for 2 nature damage.
Beliba the level 11 ghoul earth knight was energised to death by Gyselaith the ghast on level 1 of Ruins of Kor'Pul.
Beliba deactivates Stone Skin.
Beliba is free from the rotting disease.
Beliba is free from the decrepitude disease.
Beliba deactivates Anime Style.
Beliba deactivates Steelskin.
Beliba's power fades.
Beliba deactivates Earthen Body.
Beliba deactivates Eldritch Combat.
Beliba deactivates Eldritch Aura.








































