






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 | 8 / 44% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 39 (base 32) |
Dexterity | 29 (base 10) |
Constitution | 10 (base 10) |
Magic | 23 (base 21) |
Willpower | 22 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | 270/314 |
Positive | 46/71 |
Healing Factor | 1.3 |
Regeneration | 0.585 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 42 |
Accuracy | 21 |
Crit Chance | 9% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Offense: Damage Penetration
Physical | +29% |
Darkness | +20% |
Defense: Base
Armour (hardiness) | 33 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 13 |
Physical Save | 45 |
Spell Save | 19 |
Mental Save | 16 |
Defense: Resistances
Acid | + 9%( 70%) |
Nature | + 15%( 70%) |
Lightning | + 12%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
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 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +9 (+7 eff.) Fatigue: +8% Changes stats: +9 Dex / +5 Wil / +12 Cun Changes resistances: +9% acid / +12% cold / +12% lightning Changes resistances penetration: +20% darkness Physical save: +38 (+12 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +64 A suit of armour made of leather. |
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. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +20 Fatigue: +5% Changes stats: +9 Str / +9 Dex / +4 Wil / +3 Cun Changes resistances: +15% nature Changes resistances penetration: +15% physical Physical save: +20 (+6 eff.) Spell save: +4 (+2 eff.) Life regen: +0.20 Maximum life: +110.00 Mindpower: +6 (+3 eff.) Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In main hand | ![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +56 insidious poison When wielded/worn: Armour penetration: +19 Changes resistances penetration: +14% physical Changes damage: +19% physical Massive two-handed swords. |
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. |
![]() elemental stralite dagger of corruption (29-37.7 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 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 hit: * 14% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +12% acid / +12% fire / +11% lightning / +12% cold Sharp, short and deadly. |
![]() glacial voratun dagger of nature (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 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% Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +10 Changes resistances: +8% all Changes resistances penetration: +12% nature / +12% cold Sharp, short and deadly. |
![]() insidious dwarven-steel dagger of shearing (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +32 insidious poison When wielded/worn: Armour penetration: +8 Changes resistances penetration: +9% physical Changes damage: +8% physical Sharp, short and deadly. |
![]() balanced stralite greatmaul of dampening (58-87 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+9 eff.) Defense: +19 (+12 eff.) Changes resistances: +21% acid / +21% fire / +19% lightning / +21% cold Spell save: +19 (+10 eff.) Disarm immunity: +49% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Melee): +27 lightning When wielded/worn: Changes resistances penetration: +21% mind / +17% darkness Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 2) on crit: +42 ice When wielded/worn: Armour: +19 Changes resistances penetration: +19% cold Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 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. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 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. |
![]() Bethamina the Shimmerwilder (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% Damage (Melee): +20 arcane When wielded/worn: Damage when hit (Melee): 24 lightning / 16 arcane / 7 mind / 7 darkness Changes resistances: +15% mind Changes resistances penetration: +20% lightning / +20% mind Changes damage: +20% mind / +7% darkness 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. |
![]() Garomivor the Carrionsquall (20-24 power, 4 apr, darkness 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% Damage (Melee): +24 nature / +12 arcane Burst (radius 1) on hit: +8 arcane When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +4 Mag / +4 Wil Changes resistances: +9% nature / +6% blight Changes resistances penetration: +10% nature / +10% blight Changes damage: +12% blight / +20% darkness / +9% arcane Talent granted: +1 Command Staff Maximum mana: +68.00 Spellpower: +17 (+9 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() focusing silk robe of lightning (+27%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +7 Mag / +8 Wil Changes resistances: +27% lightning Changes damage: +18% lightning Mana each turn: +0.28 Psi each turn: +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +4% Effects on melee hit: * 25% chance to disease Changes stats: +10 Dex / +3 Cun / +3 Con Changes resistances: +24% acid Changes damage: +9% blight Maximum psi: +50.00 Mindpower: +10 (+5 eff.) See invisible: +9 A suit of armour made of mail. |
![]() 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: 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
Avalon picks up (c.): Bethamina the Shimmerwilder (8-8.8 power, 24 apr, nature damage).
Avalon picks up (d.): Eremukalthorath (3 def, 8 armour).
Avalon picks up (d.): Garomivor the Carrionsquall (20-24 power, 4 apr, darkness element).
Avalon picks up (b.): balanced stralite greatmaul of dampening (58-87 power, 3 apr).
Avalon picks up (c.): arcing voratun greatsword of torment (60-96 power, 4 apr).
Avalon picks up (b.): elemental stralite dagger of corruption (29-37.7 power, 9 apr).
Avalon picks up (e.): insidious stralite greatsword of shearing (48-76.8 power, 3 apr).
Avalon picks up (i.): Gunygablek the voratun helm (0 def, 20 armour).
Avalon picks up (i.): focusing silk robe of lightning (+27%) (3 def, 0 armour).
Avalon picks up (e.): glacial voratun greatsword of corruption (58.5-93.6 power, 4 apr).
Avalon picks up (c.): insidious dwarven-steel dagger of shearing (18.5-24.05 power, 7 apr).
Avalon picks up (c.): glacial voratun dagger of nature (38.5-50.05 power, 9 apr).
Avalon picks up (o.): Nighttorrent (9 def, 13 armour).
Avalon wears: Gunygablek the voratun helm (0 def, 20 armour).
Avalon wears (replacing iron mail armour (2 def, 4 armour)): Nighttorrent (9 def, 13 armour).
Avalon can not wear (in main hand): insidious stralite greatsword of shearing (48-76.8 power, 3 apr) (cannot use currently due to an other worn object).
New shimmer option unlocked: stralite greatsword
Avalon wears (replacing iron mace (13-18.2 power, 2 apr)): insidious stralite greatsword of shearing (48-76.8 power, 3 apr).
You gain 1.00 gold from the transmogrification of iron mail armour (2 def, 4 armour).
You gain 0.25 gold from the transmogrification of iron shield (4 def, 2 armour, 8.5-10.2 power, 21 block).
Message from DarkGod: Brrrrrrrrr! It is so cold. The Santascape has come!
This is an event to celebrate the end of year, look for a snowman on your worldmap!
This even will be sent regulary during the festive days of the year's end!
Level 15 recommended.