












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.5.4Donators/Buyers bonus! rq: No Escorts, Alchemists, Wayist, Wyrm Bile 1.5.10Turns off escort quests and alchemists quests. Disables Yeek Wayist bonuses. Removes Wyrm Bile stat changes. --- Escort died again for no fault of your own? Alchemists finished a recipe behind your back? Subject Z dodged your stun and now Wayist is dead? Or maybe your main stats were scrambled by the Wyrm Bile? Feeling frustrated? Annoyed? Worried that your toons are now irrevocably gimped and that it's no fun to play them anymore? Thinking to yourself: what if those obnoxious, punishing, luck-based elements of the game were just gone? Well there's the addon for you. Just disable all those pesky bugs and never look back. And when you win, say proudly that you did it with an addon that, in essence, makes the game HARDER. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 18 / 42% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 15) |
| Dexterity | 31 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 26 (base 12) |
| Willpower | 82.605832296519 (base 44) |
| Cunning | 62.20194409884 (base 41) |
Resources
| Life | 299/299 |
| Hate | 41/100 |
| Equilibrium | 73 |
| Psi | 143/143 |
| Healing Factor | 1.3326086956522 |
| Regeneration | 1.1327173913044 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 30 |
| Crit Chance | 26% |
| APR | 78 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 99 |
| Accuracy | 30 |
| Crit Chance | 26% |
| APR | 73 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.6666666666667 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +26% |
| Lightning | +34% |
| Acid | +3% |
| Darkness | +15% |
| Cold | +17% |
| Arcane | +10% |
| Mind | +24% |
| Nature | +6% |
Offense: Damage Penetration
| Lightning | +20% |
| Acid | +20% |
| Darkness | +15% |
| Arcane | +10% |
| Cold | +10% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 48.521305378697 (74.117647058824%) |
| Defense | 20 |
| Ranged Defense | 24 |
| Fatigue | 14 |
| Physical Save | 31 |
| Spell Save | 29 |
| Mental Save | 44 |
Defense: Resistances
| Acid | 21%( 70%) |
| Blight | 20%( 70%) |
| Arcane | 15%( 70%) |
| Cold | 41%( 70%) |
| All | 0%( 70%) |
| Darkness | 6%( 70%) |
| Light | 0%( 70%) |
| Lightning | 26%( 70%) |
| Fire | 11%( 70%) |
| Nature | 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Confusion Resistance | 52% |
| Disarm Resistance | 52% |
| Silence Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. |
Class Talents
| Psionic / Absorption | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cursed / Gloom | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| talent | Augmentation |
| talent | Thermal Shield |
| talent | Deflection |
| talent | Gloom |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
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 |
Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 |
Equipment
| Psionic focus | glacial dwarven-steel greatsword of disruption (37.5-60 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +13 ice Damage against: +7% Unnatural When wielded/worn: Armour: +7 Changes resistances penetration: +10% cold Massive two-handed swords. |
| On hands | steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +28% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | DemonwrackInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +7 Mag / +4 Wil / +6 Cun Changes damage: +6% mind / +6% darkness Light radius: +5 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 | Weepusher (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +9 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Str / +3 Dex Changes resistances: +6% fire / +6% cold Life regen: +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Eilinutira the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +21% acid / +5% fire / +5% cold Changes resistances penetration: +20% acid Changes damage: +3% arcane / +3% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Tool | iron pickaxe &039; (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +5 Str / +1 Dex / +4 Mag / +4 Con Changes resistances: +11% nature Changes damage: +6% nature Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Gendur the PitchripperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes damage: +9% darkness Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +22% Equilibrium when hit: +0.16 Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum life: +22.00 Mental crit. chance: +6% Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | living mindstar &039; (17-18.7 power, 77 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This purifying mindstar will cleanse other mindstars. This natural lightning should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +77 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Physical crit. chance: +5.0% Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Effects when hit in melee: * 18 arcane resource burn Damage when hit (Melee): 13 lightning Changes stats: +4 Str / +3 Dex / +3 Mag / +5 Wil / +7 Cun / +3 Con Changes resistances: +20% lightning / +10% arcane Changes resistances penetration: +20% lightning / +10% arcane Changes damage: +15% lightning / +7% arcane / +18% mind Mindpower: +23 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | living mindstar &039; (16.5-18.15 power, 72 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +72 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes stats: +16 Wil Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +5% darkness Changes damage: +19% lightning / +17% fire / +17% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Physical save: +9 (+4 eff.) Mindpower: +36 (+9 eff.) Mental crit. chance: +5% 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. |
| Cloak | Duskkarma the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +6% darkness / +10% cold Changes resistances penetration: +10% darkness / +25% fire Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel mail armour of implacability (3 def, 13 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +11% Changes stats: +4 Cun / +4 Wil Physical save: +7 (+3 eff.) Mental save: +12 (+4 eff.) A suit of armour made of mail. |
Inventory
mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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, 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Titeeki the Yeek Adventurer level 10
1st Mirth 122nd year of Ascendancy at 20:40 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Titeeki the Yeek Adventurer level 11
3rd Summertide 122nd year of Ascendancy at 23:50 see stats
Log
You gain 1.50 gold from the transmogrification of clarifying linen wizard hat of light (+15%) (1 def, 0 armour).
You gain 1.55 gold from the transmogrification of iron gauntlets of dexterity (+3) (0 def, 1 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 1.18 gold from the transmogrification of spellwoven woollen robe of the mind (+10%) (0 def, 0 armour).
You gain 1.11 gold from the transmogrification of mindwoven linen robe of time (+12%) (0 def, 0 armour).
You gain 0.52 gold from the transmogrification of linen cloak of protection (1 def, 0 armour).
You gain 11.80 gold from the transmogrification of linen cloak &039; (1 def, 0 armour).
You gain 2.38 gold from the transmogrification of surging ash magestaff (15-18 power, 3 apr, fire element).
You gain 1.88 gold from the transmogrification of ash vilestaff of might (15-18 power, 3 apr, blight element).
You gain 10.65 gold from the transmogrification of Huradar the elm vilestaff (10-12 power, 2 apr, acid element).
You gain 0.25 gold from the transmogrification of iron mace (13.5-18.9 power, 2 apr).
You gain 9.88 gold from the transmogrification of Nighthue the yew longbow.
You gain 2.85 gold from the transmogrification of arcing steel greatsword of daylight (22-35.2 power, 2 apr).
You gain 12.67 gold from the transmogrification of Gloomtaint (23.5-35.25 power, 1 apr).
You gain 0.59 gold from the transmogrification of manasurge rune (600% regen over 10 turns; 30 instant mana).
You gain 1.00 gold from the transmogrification of wild infusion (resist 10%; cure magical).
You gain 1.14 gold from the transmogrification of sun infusion of the psychic (rad 6; power 60; turns 4; dispels darkness).
You gain 1.33 gold from the transmogrification of regeneration infusion of the warrior (heal 262 over 5 turns).
There is a ladder to the previous level here (press &039; or right click to use).
You feel very confident walking into this place.
Titeeki deactivates Mitosis.
Titeeki deactivates Psiblades.
Titeeki deactivates Beyond the Flesh.
Titeeki deactivates Antimagic Shield.
Titeeki deactivates Kinetic Shield.
Titeeki deactivates Thermal Shield.
Titeeki deactivates Wild Growth.
Titeeki deactivates Augmentation.
Titeeki deactivates Gloom.
Titeeki deactivates Deflection.


























































