











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. 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: Items Vault 1.5.0Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 7 / 25% |
Size | medium |
Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 7 on the 9th Mirth 122nd year of Ascendancy at 23:47 / 1 |
Primary Stats
Strength | 16 (base 18) |
Dexterity | 40 (base 30) |
Constitution | 10 (base 10) |
Magic | 13 (base 10) |
Willpower | 18 (base 10) |
Cunning | 14 (base 12) |
Resources
Life | -49/175 |
Stamina | 59/108 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +109.85740207875% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 17.342941493866 |
See Invisible | 17.342941493866 |
Offense: Mainhand
Damage | 44 |
Accuracy | 40 |
Crit Chance | 2% |
APR | 5 |
Speed | 0.70 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 2% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Light | +6% |
Blight | +6% |
Arcane | +6% |
Fire | +10% |
Physical | +15% |
Offense: Damage Penetration
Physical | +14% |
Defense: Base
Armour (hardiness) | 13 (38.536585365854%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0.66944655041698 |
Physical Save | 15 |
Spell Save | 10 |
Mental Save | 11 |
Defense: Resistances
Darkness | + 34%( 70%) |
Light | + 27%( 70%) |
Nature | + 26%( 70%) |
Fire | + 32%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 353% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Intuitive Shots |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Moving at extreme speed (110% faster). Any action other than movement will cancel it. Wild Speed |
beneficial effect | Reduces all incoming physical, nature, acid, temporal damage by 47. Kinetic Psionic Shield |
beneficial effect | The target ignores pain, reducing all damage taken by 18%. Pain Suppression |
beneficial effect | The target has 24% chance to evade melee and ranged attacks and gains 9 defense. Evasion |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes damage: +6% light Maximum encumbrance: +21 Physical save: +6 (+5 eff.) Light radius: +1 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 12 Arrows are used with bows to pierce your foes to death. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 12/24) : Effective talent level: 2.0 Power cost: 24 out of 12/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 109.16 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Dex Changes resistances: +12% light / +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Maximum psi: +10.00 Mindpower: +2 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
Main armor | ![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +5 Dex Changes resistances penetration: +14% physical Changes damage: +15% physical Longbows are used to shoot arrows at your foes. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +1 Mag / +1 Cun Changes damage: +6% arcane / +6% blight Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() steel battleaxe of erosion (20.5-30.75 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature / +7 temporal Massive two-handed battleaxes. |
![]() Requires: - Dexterity 24 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 11% chance to corrode armour by 30% Damage (Ranged): +20 nature When wielded/worn: Effects on ranged hit: * 12 arcane resource burn Changes stats: +5 Cun / +5 Wil Changes resistances: +8% all / +9% fire Changes resistances penetration: +15% acid / +20% fire / +11% nature Changes damage: +3% acid Talent mastery: +0.30 Wild-gift / Antimagic Life regen: +0.75 Mindpower: +12 (+6 eff.) Longbows are used to shoot arrows at your foes. |
![]() horrifying thorny mindstar of balance (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 3 darkness Changes damage: +4% mind / +5% darkness Physical save: +4 (+4 eff.) Spell save: +3 (+3 eff.) Mental save: +5 (+5 eff.) Equilibrium when hit: +0.50 Mindpower: +6 (+3 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. |
![]() horrifying thorny mindstar of balance (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 3 darkness Changes damage: +3% mind / +4% darkness Physical save: +4 (+4 eff.) Spell save: +5 (+5 eff.) Mental save: +4 (+4 eff.) Equilibrium when hit: +0.90 Mindpower: +6 (+3 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes resistances: +8% lightning / +10% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Str Changes resistances: +5% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +8 (+3 eff.) Armour: +7 Changes stats: +3 Mag Changes resistances penetration: +20% physical Changes damage: +5% arcane Grants telepathy: Humanoid/Orc Heals friendly targets nearby when you use a nature summon: +50 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Infravision radius: +3 A cap made of leather. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes resistances: +19% lightning A suit of armour made of mail. |
![]() searing cured leather armour (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 10 acid / 9 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +12% acid / +13% fire A suit of armour made of leather. |
![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical A suit of armour made of leather. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 81.0 - 113.4 Uses stats: 50% Str, 70% Dex Damage type: Temporal Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Crit. chance: +3.0% Capacity: 51 Turns elapse between self-loadings: 4 On weapon hit: * 40% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown Burst (radius 1) on hit: +16 temporal Arrows are used with bows to pierce your foes to death. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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, costing 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 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), costing 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. |
Achievements
Log
Jey Vetoria tries to evade attacks.
Hotkey page 2 is now displayed.
Jey Vetoria uses Disengage.
Jey Vetoria is moving at extreme speed!
Bleeding from Jey Vetoria hits Ben Cruthdar, the Cursed for 8 physical damage.
Ben Cruthdar, the Cursed uses Reckless Charge.
Ben Cruthdar, the Cursed knocks back Jey Vetoria!
Ben Cruthdar, the Cursed misses Jey Vetoria.
Talent Steady Shot is ready to use.
Ben Cruthdar, the Cursed hits Jey Vetoria for (20 resist armour), 0 physical, 7 lightning (7 total damage).
Bleeding from Jey Vetoria hits Ben Cruthdar, the Cursed for 8 physical damage.
Jey Vetoria hits Ben Cruthdar, the Cursed for 16 light damage.
Ben Cruthdar, the Cursed stops bleeding.
Ben Cruthdar, the Cursed uses Burrow.
Jey Vetoria slows down.
Jey Vetoria is moving less freely.
Hotkey page 3 is now displayed.
Hotkey page 4 is now displayed.
Hotkey page 3 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Ben Cruthdar, the Cursed uses Blindside.
Ben Cruthdar, the Cursed performs a melee critical strike against Jey Vetoria!
Saving done.
Saving game...