










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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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 | Cornac |
| Class | Adventurer |
| Level / Exp | 15 / 66% |
| Size | medium |
| Lifes / Deaths | / 1 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 14 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 66 (base 41) |
| Willpower | 43 (base 24) |
| Cunning | 18 (base 16) |
Resources
| Life | -65/379 |
| Paradox | 570 |
| Psi | 143/143 |
| Healing Factor | 1.4714285714286 |
| Regeneration | 0.36785714285715 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 23 |
| Crit Chance | 11% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +22% |
| Light | +24% |
| Temporal | +96% |
| Arcane | +9% |
| Nature | +26% |
Offense: Damage Penetration
| Light | +15% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 60.624379307453 (45%) |
| Defense | 34 |
| Ranged Defense | 36 |
| Fatigue | 4 |
| Physical Save | 42 |
| Spell Save | 36 |
| Mental Save | 24 |
Defense: Resistances
| Blight | 31%( 70%) |
| Physical | 23%( 70%) |
| Cold | 31%( 70%) |
| All | 14%( 70%) |
| Darkness | 66%( 70%) |
| Light | 59%( 70%) |
| Temporal | 24%( 70%) |
| Arcane | 17%( 70%) |
| Nature | 31%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Bleed Resistance | 28% |
| Teleport Resistance | 50% |
| Instadeath Resistance | 100% |
| Poison Resistance | 44% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Chronomancy / Spellbinding | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Matter Weaving |
| talent | Empower |
| talent | Chant of Fortress |
| talent | Kinetic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | 3 Fateweaver |
| detrimental effect | Damage received in the past is returned as 20.95 paradox damage per turn. Reality Smearing |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | 1 Spin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 |
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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | 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 | bloodlich&Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 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: Changes stats: +4 Mag / +1 Cun / +1 Con Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Vim when firing critical spell: +5.00 Maximum vim: +28.00 Maximum neg.energy: +28.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (100 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap &039; (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Str / +2 Dex / +1 Cun Grants telepathy: Humanoid/Orc Spellpower: +4 (+1 eff.) Infravision radius: +2 A cap made of leather. |
| On feet | Salorenor the Dimfiend (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +7 Wil Changes resistances: +6% darkness Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 A pair of boots made of leather. |
| Tool | Morbusqueller the elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% temporal Changes damage: +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes resistances: +22% darkness / +6% temporal Changes damage: +11% darkness / +24% temporal Rings can have magical properties. |
| On fingers | Gyma the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes resistances penetration: +5% arcane Changes damage: +11% darkness / +9% arcane Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +50.00 Spell crit. chance: +2% Rings can have magical properties. |
| Around neck | IsodaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Armour: +6 Changes stats: +2 Str Teleport immunity: +50% Stamina each turn: +0.60 It can be used to teleport you randomly (rad 32), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | Sulfurschism the dragonbone magestaff (40-48 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 light Burst (radius 2) on crit: +8 nature When wielded/worn: Armour: +11 Defense: +12 (+6 eff.) Changes stats: +5 Mag / +3 Wil / +1 Con Changes resistances: +2% physical Maximum wards: +3 temporal Changes resistances penetration: +15% light Changes damage: +9% nature / +40% temporal Talents granted: +1 Command Staff +4 Ward Maximum mana: +90.00 Spellpower: +29 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| 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. |
| Cloak | spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil / +2 Mag Spell save: +6 (+3 eff.) Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Noonwish (17 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +12 Defense: +17 (+8 eff.) Damage when hit (Melee): 12 fire Changes stats: +5 Con / +10 Mag Changes resistances: +22% light / +11% darkness Changes damage: +17% nature / +14% light Physical save: +25 (+9 eff.) Poison immunity: +44% Disease immunity: +42% Maximum life: +59.00 Light radius: +5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
psionicist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Stun/Freeze immunity: +24% Life regen: +1.00 Rings can have magical properties. |
rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Mag Spell crit. chance: +4% A belt that goes around your waist. |
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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox&Powered by arcane forces 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&039;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&039;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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Misteriel the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 21:43 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Misteriel the Cornac Adventurer level 15
4th Flare 122nd year of Ascendancy at 00:14 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Misteriel the Cornac Adventurer level 8
75th Pyre 122nd year of Ascendancy at 05:30 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Misteriel the Cornac Adventurer level 11
1st Mirth 122nd year of Ascendancy at 21:38 see stats
Log
Misteriel lessens the pain.
Misteriel is confused and fails to use Infusion: Regeneration.
Misteriel&LAST039;s temporal clone casts Temporal Bolt.
Misteriel stops spinning fate.
Misteriel&
Misteriel converts damage to paradox!
Misteriel&LASTUID:44697:0039;s temporal clone hits Misteriel for (24 to psi shield), (28 converted), 65 temporal (65 total damage).
Misteriel&039;s temporal clone for (23 shared), (7 converted) (23 total damage).
Spacetime fights against your control!
Your summoned Misteriel&LASTLAST039;s temporal clone&WHITELASTPURPLELASTLASTLASTORANGE039;Confused&LASTLASTLASTLIGHT_REDLASTLIGHT_BLUELAST039;s temporal clone casts Materialize Barrier.
Black mamba misses Misteriel.
Talent Materialize Barrier is ready to use.
Misteriel&039;s Beyond the Flesh hits Black mamba for 34 physical, 6 arcane (40 total damage).
Misteriel creates a bubble of nul time.
You lose control and unleash an anomaly!
Misteriel&LAST


































































