









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Yeek |
Class | Solipsist |
Level / Exp | 18 / 3% |
Size | small |
Lifes / Deaths | Killed by Subject Z at level 8 on the 6th Mirth 122nd year of Ascendancy at 21:58 2 / 3Killed by Zubynne the skeleton warrior at level 10 on the 2nd Flare 122nd year of Ascendancy at 02:58 Killed by Bill the Stone Troll at level 14 on the 7th Flare 122nd year of Ascendancy at 03:46 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 22 (base 15) |
Magic | 13 (base 10) |
Willpower | 65 (base 46) |
Cunning | 51 (base 32) |
Resources
Life | 245/245 |
Psi | 391/391 |
Healing Factor | 1.1024166372473 |
Regeneration | 4.6852707083009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 43.891010379467 |
See Invisible | 46.891010379467 |
Offense: Mainhand
Damage | 25 |
Accuracy | 41 |
Crit Chance | 19% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 41 |
Crit Chance | 15% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Light | +14% |
Nature | +15% |
Blight | +11% |
Mind | +21% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 21.52 |
Spell Save | 28.45 |
Mental Save | 40 |
Defense: Resistances
Darkness | + 15%( 70%) |
Light | + 30%( 70%) |
Nature | + 26%( 70%) |
Blight | + 17%( 70%) |
Cold | + 10%( 70%) |
Fire | + 22%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 75% |
Instadeath Resistance | 100% |
Poison Resistance | 70% |
Silence Resistance | 20% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Psionic / Distortion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Psionic / Mentalism | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Thought-Form: Warrior |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+15% global speed). Clarity |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You have been tasked to remove at least one of the 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. 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
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +3 Cun dps ---------- Mind.crit +1% ----- def ----- Armour +3 Crit.dmg- 5.00% ---------- misc Infravis +2 See.Invis +3 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Armour +2 Defense +5 (+2 eff.) Crit.dmg- 5.00% Max.HP +40.00 HP.reg +4.00 Pinning- +10% ---------- misc Light +3 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 | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +2 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness Mind.save +6 (+2 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +2 Cun +4 Con dps ---------- Res.pen +10% light ----- def ----- Resists +3% light Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+5 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.crit +3% Spell.pwr +21 (+10 eff.) Dmg.mod +11% light +11% blight On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Resists +22% light +11% blight ---------- misc Mana/s.crit +1.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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 | ![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 114.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +15 (+7 eff.) Dmg.mod +3% mind ----- def ----- Defense +13 (+6 eff.) Phys.save +3 (+2 eff.) Stealth +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +4 lightning While equipped: Stats +1 Wil +1 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar 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 | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% light ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Stam/turn +3.00 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +11% fire Res.pen +5% mind ----- def ----- Resists +16% fire +3% cold +7% all ---------- misc Equi/ret +0.12 Max.psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 240/400 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. |
Achievements
By Raimier the Yeek Solipsist level 10
3rd Summertide 122nd year of Ascendancy at 23:43 see stats
By Raimier the Yeek Solipsist level 9
2nd Summertide 122nd year of Ascendancy at 02:51 see stats
Log
Resting starts...
Talent Mental Shielding is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 30 turns (stop reason: dialog is displayed).
Raimier wears (replacing copper amulet of willpower (+3)): Withering Orbs.
You gain 0.70 gold from the transmogrification of copper amulet of willpower (+3).
You gain 5.57 gold from the transmogrification of rough leather cap 'Eilinema' (0 def, 1 armour).
You gain 1.65 gold from the transmogrification of steady iron gauntlets (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 8.72 gold from the transmogrification of Maluruirain (0 def, 4 armour).
You gain 2.39 gold from the transmogrification of grounding pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 1.18 gold from the transmogrification of cleansing iron plate armour of stability (0 def, 7 armour).
You gain 0.50 gold from the transmogrification of rough leather armour (3 def, 2 armour).
You gain 4.70 gold from the transmogrification of rejuvenating rough leather armour (3 def, 2 armour).
You gain 2.26 gold from the transmogrification of creative mossy mindstar of balance (3-3 power, 12 apr, nature damage).
You gain 2.41 gold from the transmogrification of absorbing mossy mindstar (2-3 power, 12 apr, nature damage).
You gain 1.41 gold from the transmogrification of slime-covered iron longsword of massacre (18-25 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatsword (15-24 power, 1 apr).
You gain 2.52 gold from the transmogrification of thought-forged iron battleaxe of massacre (25-38 power, 1 apr).
You gain 4.53 gold from the transmogrification of elm vilestaff of invocation (10-12 power, 2 apr, blight element).
You gain 0.74 gold from the transmogrification of regeneration infusion (heal 80; 17 cd).
There is a Passageway into Norgos' Lair here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.