












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.7.4This 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 1.7.4Official 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:
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 | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 18 / 74% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 45 (base 39) |
| Constitution | 24 (base 20) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 11) |
| Cunning | 45 (base 33) |
Resources
| Life | 466/466 |
| Stamina | 134/134 |
| Healing Factor | 1.2672674059366 |
| Regeneration | 11.60627568489 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +98.039215686275% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 47.715056002026 |
| See Invisible | 53.715056002026 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 48 |
| Crit Chance | 22% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +5% |
| Darkness | +34% |
| Light | +27% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Blight | +15% |
| Physical | +6% |
| Fire | +7% |
| Darkness | +17% |
Defense: Base
| Armour (hardiness) | 52.764593763945 (59.794990797553%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 14 |
| Mental Save | 24 |
Defense: Resistances
| Darkness | + 40%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 8%( 70%) |
| Fire | + 21%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| talent | Pace Yourself |
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 warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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'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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed wretchling eyeball. * You've found the needed giant spider spinneret. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
| On feet | Gunoyadur the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Res.pen +15% blight ----- def ----- Armour +3 Stun/Frz- +10% A pair of boots made of leather. |
| Quiver | Galewind (20/20, 22-26 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 22.0 - 26.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 20 Ranged+ +12 lightning +8 mind On Hit.r1 +12 lightning On Hit: * 10% chance to reduce damage dealt by 15% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Hurumadin2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil ----- def ----- Resists +6% darkness ---------- misc Light +5 Infravis +3 See.Invis +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 | Ce'Nobrewyn the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Mind.save +3 (+2 eff.) HP.reg +4.00 Heal.mod +15% A cap made of leather. |
| On hands | Manundur the Lavapython (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 9 temporal Ranged+ 8 temporal Dmg.mod +5% temporal +9% light +12% darkness Res.pen +10% darkness Melee Ret 2 light 2 fire ----- def ----- Armour +2 Resists +9% fire +8% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glikira the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +6% light Stun/Frz- +10% ---------- misc Vim/s.crit +2.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | savior's steel ring of arcana (+0.13/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Silence- +21% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
| Around neck | Yvetta0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +1 Mag dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +6 Defense +20 (+6 eff.) Amulets make your neck look great! |
| In main hand | cured leather sling 'Blazebone'4.0 T2 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +5 fire On Hit: * 10% chance to slow global speed by 44% While equipped: Stats +2 Cun +2 Str dps ---------- Phys.pwr +6 (+2 eff.) All.spd +3% Res.pen +15% lightning +7% fire +6% physical ----- def ----- Resists +6% darkness +6% cold Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | dwarven-steel shield 'Sunwing' (0 def, 11 armour, 30-35 power, 106 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +106 Melee+ +4 blight +14 light +13 darkness While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +18% light +11% darkness ----- def ----- Armour +11 Fatigue +8% Resists +17% cold +25% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Branyzilagrim (2 def, 8 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Str +3 Dex +2 Cun dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Dmg.mod +11% darkness Res.pen +7% darkness Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue -3% Resists +16% darkness +6% fire Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
marksman's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
74 alchemist agate0.0 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. |
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. |
opal0.0 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 242/400 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 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Twirl the Cornac Skirmisher level 15
55th Haze 122nd year of Ascendancy at 00:52 see stats
Level 10
Got a character to level 10.By Twirl the Cornac Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 09:20 see stats
The Arena
Unlocked Arena mode.By Twirl the Cornac Skirmisher level 11
7th Mirth 122nd year of Ascendancy at 21:37 see stats
The secret city
Discovered the truth about mages.By Twirl the Cornac Skirmisher level 13
9th Dusk 122nd year of Ascendancy at 01:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Twirl the Cornac Skirmisher level 14
22nd Dusk 122nd year of Ascendancy at 06:37 see stats
Log
You gain 11.97 gold from the transmogrification of Hanirab the steel mail armour (2 def, 6 armour).
You gain 0.10 gold from the transmogrification of linen wizard hat (1 def, 0 armour).
You gain 10.42 gold from the transmogrification of Arylera (1 def, 0 armour).
You gain 3.59 gold from the transmogrification of steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour).
You gain 3.28 gold from the transmogrification of pair of hardened leather boots of tirelessness (0 def, 3 armour).
You gain 1.36 gold from the transmogrification of mindwoven cashmere robe of protection (3 def, 3 armour).
You gain 12.64 gold from the transmogrification of Glorolle the linen cloak (16 def, 0 armour).
You gain 1.58 gold from the transmogrification of flaming steel steamsaw of fire resistance (+18%) (14-22 power, 0 apr).
You gain 2.50 gold from the transmogrification of exposing steel steamsaw of projection (12-19 power, 0 apr).
You gain 2.74 gold from the transmogrification of cruel ash vilestaff (15-18 power, 3 apr, blight element).
You gain 14.39 gold from the transmogrification of Xanimina the ash vilestaff (15-18 power, 3 apr, darkness element).
You gain 14.37 gold from the transmogrification of Thunderoozer the ash starstaff (15-18 power, 3 apr, light element).
You gain 14.69 gold from the transmogrification of Snowbraze the ash magestaff (15-18 power, 3 apr, cold element).
You gain 12.91 gold from the transmogrification of Ravenquake the steel mace (16-23 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel longsword (14-20 power, 3 apr).
You gain 10.52 gold from the transmogrification of Nudin the Duathelrebel (14-20 power, 3 apr).
You gain 6.39 gold from the transmogrification of warbringer's steel greatsword (23-37 power, 2 apr).
You gain 3.63 gold from the transmogrification of slime-covered steel greatsword of persecution (27-43 power, 2 apr).
You gain 19.56 gold from the transmogrification of Zubesewe the Glimmeronslaught (18-29 power, 1 apr).
You gain 9.19 gold from the transmogrification of Oozewake (38-58 power, 2 apr).
You gain 1.17 gold from the transmogrification of chilling steel dagger (13-17 power, 6 apr).
You gain 4.27 gold from the transmogrification of balanced steel battleaxe of erosion (20-31 power, 2 apr).
You gain 0.66 gold from the transmogrification of shatter afflictions rune (absorb 55; cd 12).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (res 20%; mental; dur 3; cd 10).
There is a Way to a strange portal 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.
You gain 5.98 gold from the transmogrification of rough leather sling 'Earagrim'.
Saving game...
Saving done.




































































