






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
 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:
 Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Yeek | 
| Class | Anorithil | 
| Level / Exp | 10 / 84% | 
| Size | small | 
| Lifes / Deaths | Killed by Isiba the mountain troll at level 10 on the 1st Summertide 122nd year of Ascendancy at 21:410 / 5 Killed by Isiba the mountain troll at level 10 on the 1st Summertide 122nd year of Ascendancy at 22:09 Killed by Isiba the mountain troll at level 10 on the 2nd Summertide 122nd year of Ascendancy at 00:41 Killed by Poluma the copperhead snake at level 10 on the 2nd Summertide 122nd year of Ascendancy at 10:20 Killed by Poluma the copperhead snake at level 10 on the 2nd Summertide 122nd year of Ascendancy at 11:00 | 
Primary Stats
| Strength | 13 (base 10) | 
| Dexterity | 11 (base 10) | 
| Constitution | 8 (base 10) | 
| Magic | 37 (base 34) | 
| Willpower | 16 (base 10) | 
| Cunning | 35 (base 25) | 
Resources
| Life | -151/131 | 
| Positive | 43/77 | 
| Negative | 37/77 | 
| Healing Factor | 1.0995910630513 | 
| Regeneration | 2.0342434666449 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -2.2204460492503E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| See Stealth | 6 | 
| See Invisible | 15 | 
Offense: Mainhand
| Damage | 16 | 
| Accuracy | 11 | 
| Crit Chance | 10% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 30 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +10% | 
| Light | +6% | 
| Nature | +3% | 
| Blight | +9% | 
| Arcane | +12% | 
| Fire | +11% | 
| All | 0% | 
Offense: Damage Penetration
| Fire | +5% | 
Defense: Base
| Armour (hardiness) | 1 (30%) | 
| Defense | 12 | 
| Ranged Defense | 12 | 
| Fatigue | 0 | 
| Physical Save | 13 | 
| Spell Save | 18 | 
| Mental Save | 24 | 
Defense: Resistances
| Lightning | + 13%( 70%) | 
| Light | + 15%( 70%) | 
| Mind | + 10%( 70%) | 
| Nature | + 10%( 70%) | 
| Physical | + 8%( 70%) | 
| Fire | + 27%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Silence Resistance | 20% | 
| Poison Resistance | 20% | 
| Confusion Resistance | 55% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use 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
| Celestial / Eclipse | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Star fury | 1.30 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Sunlight | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Twilight | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Hymns | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Yeek | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You have been tasked to remove at least one of the threats to the yeeks.Following The Way Protect 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 must find a way to Maj'Eyal through the tunnel to the north of the island.Light at the end of the tunnel | done | 
Equipment
| Light source |  brass lantern 'Filthraze' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% light / +3% nature Changes damage: +3% nature Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +4.00 Light radius: +3 See stealth: +6 See invisible: +6 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 |  rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. | 
| Tool |  powerful elm totem of healing [power 116]  (15 cooldown) =charm= Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Rings make your fingers look great! | 
| On fingers |  Stormbreacher Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +1 Str Changes resistances: +6% lightning / +22% fire / +3% mind Changes damage: +11% fire Reduces incoming crit damage: 5.00% Light radius: +1 Rings make your fingers look great! | 
| Around waist |  Flashbender Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light Changes damage: +6% light / +9% blight Life regen: +0.60 Light radius: +1 Healing mod.: +12% A belt that goes around your waist. | 
| In main hand |  Pyrefury the elm starstaff (100% power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Str / +1 Mag Changes resistances penetration: +5% fire Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 See invisible: +9 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 59.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
| Main armor |  shimmering linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +12% arcane Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Haladin the linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Defense: +7 (+7 eff.) Changes resistances: +1% physical Physical save: +6 (+6 eff.) Poison immunity: +20% Stamina each turn: +1.00 Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  restful copper amulet of magic (+2) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.00 Amulets make your neck look great! | 
Inventory
|  This item will automatically be transmogrified when you leave the level. elm vilestaff (100% power, 2 apr, blight element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. Rainwoe the iron waraxe (101% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 15 Damage (Melee): +4 lightning / +6 mind When wielded/worn: Changes stats: +1 Mag / +2 Wil / +1 Cun / +2 Con Changes resistances: +12% cold One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. Issadradil the Blindimmortal Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Effects on ranged hit: * 10% chance to reduce armor by 27% Changes resistances: +14% acid / +12% lightning / +12% cold / +12% fire / +5% all Changes resistances penetration: +15% light / +15% acid Changes damage: +3% acid Spell save: +9 (+5 eff.) Light radius: +2 Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. pouch of iron shots 'Brandvice' (20/20, 122% power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 10% chance to slow global speed by 41% * 20 arcane resource burn On weapon crit: * Wound the target dealing 56 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 fire / +4 mind Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +4 fire Shots are used with slings to pummel your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. Layawyn the Blindwedge (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+8 eff.) Defense: +7 (+7 eff.) Damage when hit (Melee): 2 darkness Changes stats: +1 Dex Changes resistances: +2% physical Changes damage: +3% physical Physical save: +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. linen wizard hat of the mind (+10%) (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +10% mind Changes damage: +10% mind A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. Zeragosin the Filthblight (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +1 Str / +1 Wil Changes resistances: +6% lightning / +6% temporal Light radius: +2 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  Glowrot (dig speed 37 turns) =dig= Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +6% light Changes resistances penetration: +20% light Maximum mana: +20.00 Spellpower: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Transmogrification Chest 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) Activation costs 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. | 
|  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 Activation costs 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. | 
|  elm wand of shielding 'Fularek' [power 116]  (20 cooldown) =charm= Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Wil Spell save: +9 (+5 eff.) Healing mod.: +10% It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Krrezse the Yeek Anorithil level 10
1st Summertide 122nd year of Ascendancy at 04:06 see stats
 That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Krrezse the Yeek Anorithil level 6
78th Pyre 122nd year of Ascendancy at 15:31 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Krrezse the Yeek Anorithil level 9
8th Mirth 122nd year of Ascendancy at 01:26 see stats
Log
Poluma the copperhead snake resists the blinding light!
Poluma the copperhead snake reacts to damage from Krrezse, mitigating the blow!.
Krrezse hits Poluma the copperhead snake for (22 reacted , -5 stam), 81 light (81 total damage).
Krrezse starts to bleed.
Poluma the copperhead snake performs a melee critical strike against Krrezse!
Poluma the copperhead snake hits Krrezse for 56 physical, 3 lightning, 95 physical, 3 nature, 3 lightning (160 total damage).
Melee retaliation hits Poluma the copperhead snake for 8 darkness, 11 light, 8 darkness, 11 light (37 total damage).
Bleeding from Poluma the copperhead snake hits Krrezse for 15 physical damage.
Krrezse activates Chant of Fortress.
Krrezse stops bleeding.
Krrezse is cured!
Krrezse deactivates Chant of Resistance.
Krrezse casts Searing Light.
Krrezse hits Poluma the copperhead snake for 62 light damage.
Krrezse starts to bleed.
Poluma the copperhead snake performs a melee critical strike against Krrezse!
Poluma the copperhead snake hits Krrezse for 22 physical, 3 lightning, 35 physical, 3 nature, 3 lightning (67 total damage).
Melee retaliation hits Poluma the copperhead snake for 8 darkness, 11 light, 8 darkness, 11 light (37 total damage).
Bleeding from Poluma the copperhead snake hits Krrezse for 6 physical damage.
Krrezse's light area effect hits Poluma the copperhead snake for 31 light damage.
Krrezse casts Shadow Blast.
Poluma the copperhead snake uses Dual Strike.
Poluma the copperhead snake performs a melee critical strike against Krrezse!
Krrezse is stunned!
Poluma the copperhead snake hits Krrezse for 38 physical damage.
Melee retaliation hits Poluma the copperhead snake for 8 darkness, 11 light, 3 darkness, 5 light (26 total damage).
Krrezse hits Poluma the copperhead snake for 60 darkness damage.
Krrezse the level 10 yeek anorithil was dissected to death by Poluma the copperhead snake on level 2 of Trollmire.





































