






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 | Sun Paladin |
Level / Exp | 10 / 87% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 14 (base 16) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 16 (base 14) |
Willpower | 13 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | 234/234 |
Positive | 73/77 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 10 |
Accuracy | 5 |
Crit Chance | 1% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 10.596689338462 (59.10447761194%) |
Defense | 6 |
Ranged Defense | 10 |
Fatigue | 18 |
Physical Save | 8 |
Spell Save | 10 |
Mental Save | 8 |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
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 100 damage for 5 turns. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Equipment
Main armor | ![]() Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
In off hand | ![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
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. |
In main hand | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 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. |
![]() Arorab the Glowward Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 38% chance to blind Changes stats: +3 Cun / +3 Wil Changes resistances: +6% light Changes resistances penetration: +25% arcane / +10% mind Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +34% Maximum life: +44.00 Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +64 Rings can have magical properties. |
![]() acidic stralite dagger of rage (26.5-34.45 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid When wielded/worn: Accuracy: +11 (+11 eff.) Changes stats: +4 Str Changes damage: +11% physical Stamina when hit: +2.00 Sharp, short and deadly. |
![]() chilling voratun dagger of massacre (49.5-64.35 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +24 cold Sharp, short and deadly. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() plaguebringer's iron longsword of erosion (10.5-14.7 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease Damage (Melee): +8 blight / +8 nature / +7 temporal When wielded/worn: Disease immunity: +15% Sharp, long, and deadly. |
![]() Grinithel the dwarven-steel mace (28-39.2 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +34 insidious poison When wielded/worn: Changes stats: +3 Cun / +5 Dex Changes resistances: +15% temporal / +25% nature / +12% mind Changes damage: +6% blight Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +15% Blunt and deadly. |
![]() balanced stralite mace of torment (36.5-51.1 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +13 (+13 eff.) Defense: +13 (+13 eff.) Changes resistances penetration: +13% mind / +13% darkness Disarm immunity: +40% Blunt and deadly. |
![]() voratun mace 'Serpentpall' (60.5-84.7 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +3% blight / +9% nature / +12% mind Changes resistances penetration: +10% blight Changes damage: +9% blight / +6% mind Blunt and deadly. |
![]() pulsing mindstar 'Eclipseriver' (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +13.5% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Defense: +11 (+11 eff.) Ranged Defense: +11 (+10 eff.) Changes stats: +4 Con Changes damage: +21% darkness Life regen: +2.30 Maximum life: +28.00 Mindpower: +8 (+7 eff.) Mental crit. chance: +4% 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. |
![]() blighted yew magestaff of channeling (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 14% chance to disease Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.28 Vim when firing critical spell: +4.00 Maximum vim: +26.00 Spellpower: +21 (+12 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal ash starstaff of wizardry (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes stats: +3 Mag / +2 Wil Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +25.00% Maximum mana: +46.00 Spellpower: +18 (+11 eff.) Spell crit. chance: +2% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff 'Flashward' (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 24 blight Changes resistances: +9% light Changes resistances penetration: +15% light Changes damage: +20% blight / +24% light Talent granted: +1 Command Staff Spell save: +12 (+11 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +9 (+6 eff.) Spell crit. chance: +21% Staves designed for wielders of magic, by the greats of the art. |
![]() glacial stralite waraxe of crippling (32-44.8 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +25 ice When wielded/worn: Physical crit. chance: +13.0% Armour: +13 Changes resistances penetration: +9% cold One-handed war axes. |
![]() dispeller's woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +8% lightning / +8% darkness / +9% blight / +9% fire / +9% cold / +8% light Physical save: +14 (+13 eff.) Spell save: +24 (+17 eff.) Mental save: +14 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+3 eff.) Spell save: +8 (+8 eff.) Mindpower: +8 (+7 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() stone warden's rough leather gloves of the starseeker (0 def, 9 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Armour Hardiness: +7% Changes stats: +2 Mag / +2 Cun / +7 Con Changes resistances: +6% physical / +6% light / +6% darkness Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 33.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() nimble reinforced leather armour of resilience (17 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+15 eff.) Ranged Defense: +14 (+12 eff.) Fatigue: +8% Changes stats: +5 Dex Maximum life: +52.00 Movement speed: +20% A suit of armour made of leather. |
![]() impervious steel shield of fire resistance (+21%) (6 def, 10 armour, 12-14.4 power, 87 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +87 When wielded/worn: Armour: +10 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Changes stats: +5 Con Changes resistances: +21% fire Talent granted: +2 Block Physical save: +9 (+9 eff.) Handheld deflection devices. |
![]() Taintcutter the quiver of dragonbone arrows (20/20, 52.5-73.5 power, 18 apr) 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: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Nature Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * Slows global speed by 51% * Random elemental explosion * 25% chance to put talents on cooldown Damage (Ranged): +12 fire / +16 nature Burst (radius 1) on hit: +4 nature / +4 fire Burst (radius 2) on crit: +4 nature 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Altoria the Shalore Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 11:11 see stats
Log
Altoria picks up (c.): infernal ash starstaff of wizardry (15-18 power, 3 apr, physical element).
Altoria picks up (c.): blighted yew magestaff of channeling (20-24 power, 4 apr, fire element).
Altoria picks up (e.): glacial stralite waraxe of crippling (32-44.8 power, 5 apr).
Altoria picks up (g.): Taintcutter the quiver of dragonbone arrows (20/20, 52.5-73.5 power, 18 apr).
Altoria picks up (f.): dispeller's woollen robe (0 def, 0 armour).
Altoria picks up (h.): impervious steel shield of fire resistance (+21%) (6 def, 10 armour, 12-14.4 power, 87 block).
Altoria picks up (c.): plaguebringer's iron longsword of erosion (10.5-14.7 power, 2 apr).
Lore found: Spellhunt Remnants
You can read all your collected lore in the game menu, by pressing Escape.
Altoria picks up (n.): quartz.
You pickup 2.90 gold pieces.
Altoria picks up (d.): voratun mace 'Serpentpall' (60.5-84.7 power, 6 apr).
Altoria picks up (d.): balanced stralite mace of torment (36.5-51.1 power, 5 apr).
Altoria picks up (k.): stone warden's rough leather gloves of the starseeker (0 def, 9 armour).
Altoria picks up (l.): nimble reinforced leather armour of resilience (17 def, 7 armour).
Altoria picks up (b.): acidic stralite dagger of rage (26.5-34.45 power, 9 apr).
Altoria picks up (c.): chilling voratun dagger of massacre (49.5-64.35 power, 9 apr).
Lore found: Rod of Recall (1/1)
You can read all your collected lore in the game menu, by pressing Escape.
Altoria picks up (s.): Rod of Recall (1/1).
Altoria picks up (j.): yew vilestaff 'Flashward' (20-24 power, 4 apr, blight element).
Altoria picks up (b.): Arorab the Glowward.
Altoria picks up (g.): Grinithel the dwarven-steel mace (28-39.2 power, 4 apr).
Altoria picks up (j.): pulsing mindstar 'Eclipseriver' (13.5-14.85 power, 32 apr, nature damage).