











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons: 
 Frequently Asked Questions: Ashes of Urh'Rok 1.6.7Official 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:
 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.6.7Official 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. 
 
 
 
 
 
 
 
 Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official 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:
 EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 8 / 72% | 
| Size | medium | 
| Lifes / Deaths | Killed by The Possessed at level 8 on the 4th Mirth 122nd year of Ascendancy at 04:22 1 / 3Killed by The Possessed at level 8 on the 4th Mirth 122nd year of Ascendancy at 05:24 Killed by The Possessed at level 8 on the 4th Mirth 122nd year of Ascendancy at 06:41  | 
Primary Stats
| Strength | 22 (base 12) | 
| Dexterity | 14 (base 12) | 
| Constitution | 19 (base 12) | 
| Magic | 21 (base 21) | 
| Willpower | 23 (base 18) | 
| Cunning | 26 (base 21) | 
Resources
| Mana | 207/207 | 
| Psi | 156/156 | 
| Life | 227/227 | 
| Steam | 100/100 | 
| Stamina | 174/174 | 
| Paradox | 300 | 
| Healing Factor | 1.0714285714285 | 
| Regeneration | 0.26785714285713 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| See Stealth | 5 | 
| See Invisible | 8 | 
Offense: Mainhand
| Damage | 17 | 
| Accuracy | 8 | 
| Crit Chance | 10% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 8 | 
| Accuracy | 8 | 
| Crit Chance | 8% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 23 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +9% | 
Defense: Base
| Armour (hardiness) | 11 (30%) | 
| Defense | 6 | 
| Ranged Defense | 6 | 
| Fatigue | 4 | 
| Physical Save | 20 | 
| Spell Save | 15 | 
| Mental Save | 21 | 
Defense: Resistances
| Cold | + 6%( 70%) | 
| Fire | + 11%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Disarm Resistance | 22% | 
| Stun Resistance | 10% | 
| Pinning Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| 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
| Cunning / Shadow magic | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Reaving combat | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Temporal Combat | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Solipsism | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Psi-fighting | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity | 
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5.  | 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 | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!  | 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 |  Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 1H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!  | 
| On hands |  rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Light source |  scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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 |  insulating iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On feet |  pair of iron boots 'Emithra' (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +5 Fatigue -3% Phys.save +6 (+3 eff.) Stun/Frz- +10% ---------- misc Max.enc +22 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Tool |  iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +22% Knockbk- +20% Rings can have magical properties.  | 
| Around neck |  copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties.  | 
| In main hand |  iron longsword of massacre (19-26.6 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly.  | 
| Around waist |  rough leather belt 'Harydoldil'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Crit.dmg- 5.00% Max.HP +30.00 ---------- misc Max.hate +4.00 See.Invis +3 A belt that goes around your waist.  | 
| In off hand |  arcing iron mace (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage Blunt and deadly.  | 
| Cloak |  linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather.  | 
Inventory
 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 earthen elm starstaff of might (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Armour +3 Hardiness +3% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 elm starstaff (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 potent elm magestaff of might (13-15.6 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+2 eff.) Dmg.mod +13% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 iron greatsword (15.5-24.8 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords.  | 
 iron longsword (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly.  | 
 iron longsword (11.5-16.1 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly.  | 
 iron plate armour (0 def, 7 armour)17.0 T1 massive armor [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates.  | 
 rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +6 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist.  | 
 rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+11 eff.) ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Melee+ +5 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly...  | 
 linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 21% and attempts to push all creatures other than yourself out of its radius, inflicting 4.13 light damage and 4.13 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 prismatic rough leather hat of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A hat made of leather. Very stylish.  | 
 Tarridurin the Flashbait (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +3% fire +6% light +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 ametrine0.0 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.  | 
 3 citrine0.0 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.  | 
 zircon0.0 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.  | 
 aquamarine0.0 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.  | 
 brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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.  | 
 Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Transmogrification Chest2.0 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.  | 
 Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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.  | 
Achievements
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Matt Matt the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 08:43 see stats
Log
Matt Matt deactivates Weapon Folding.
Matt Matt deactivates Augmentation.
Matt Matt is not stunned anymore.
Matt Matt deactivates Beyond the Flesh.
Matt Matt stops regenerating health quickly.
Matt Matt deactivates Shielding.
Matt Matt feels pain again.
Matt Matt deactivates Shadow Combat.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
The Possessed killed Matt Matt!
Saving game...
Saving done.
Talent Infusion: Healing is ready to use.
Talent Telekinetic Smash is ready to use.
Talent Shadow Combat is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Weapon Folding is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Shielding is ready to use.
Talent Augmentation is ready to use.








































































