









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Embers of Rage 1.7.4Official Expansion!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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Cornac |
| Class | Brawler |
| Level / Exp | 10 / 97% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 26 (base 16) |
| Dexterity | 26 (base 26) |
| Constitution | 21 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 45 (base 27) |
Resources
| Life | 409/409 |
| Stamina | 154/154 |
| Healing Factor | 1.294804467222 |
| Regeneration | 2.9133100512496 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Barehand
| Damage | 42 |
| Accuracy | 37 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Cold | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (35.65183292883%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 10 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Nature | + 19%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
| Poison Resistance | 60% |
| Knockback Resistance | 40% |
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: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% 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 Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| beneficial effect | Increases defense by 10. Mobile Defense |
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mastery. 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Ravenbile' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Con defense ------ Armor +1 Resistance +6% lightning +6% temporal +3% light +6% nature A pair of boots made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| On head | Quenchravage (5 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Wil +2 Cun +3 Con offense ------ Mindpower +4 (+2 eff.) Damage +3% cold When Hit 4 physical defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +1% Unlife -80.00 life A cap made of leather. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
| On fingers | Galatir the Ebonylore0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Wil offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +14 Defense +10 (+3 eff.) Crit Resistance 15.00% Rings make your fingers look great! |
| Around neck | grounding copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
| Main armor | rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
| Light source | brass lantern 'Hudovor'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +5% arcane +3% nature Life Regen +2.00 Healmod +15% Poison Resist +20% other ------- Light +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. |
| Cloak | Runesus the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) Life +70.00 Healmod +5% Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Inventory
savior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+7 eff.) Mind save +6 (+3 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +6 See Invis +6 Rings make your fingers look great! |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
8 agate0.0 Encumbrance 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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
68 alchemist agate0.0 Encumbrance 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Recall (1/1)2.0 Encumbrance 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. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+6 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 45 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By GRABBER the Cornac Brawler level 8
38th Dusk 122nd year of Ascendancy at 14:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By GRABBER the Cornac Brawler level 10
21st Haze 122nd year of Ascendancy at 04:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By GRABBER the Cornac Brawler level 8
79th Pyre 122nd year of Ascendancy at 11:25 see stats
Log
You gain 12.95 gold from the transmogrification of Smoldershine [power 116] (20 cooldown).
You gain 5.25 gold from the transmogrification of powerful elm totem of thorny skin [power 16] (20 cooldown).
You gain 5.00 gold from the transmogrification of elm totem of stinging [power 110] (15 cooldown).
You gain 5.00 gold from the transmogrification of iron torque of mindblast [power 105] (15 cooldown).
You gain 5.00 gold from the transmogrification of iron torque of mindblast [power 100] (15 cooldown).
You gain 2.12 gold from the transmogrification of iron helm of trickery (0 def, 3 armour).
You gain 2.70 gold from the transmogrification of naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour).
You gain 2.88 gold from the transmogrification of sand rough leather gloves of strength (+3) (0 def, 7 armour).
You gain 8.41 gold from the transmogrification of pair of iron boots 'Iverath' (0 def, 3 armour).
You gain 0.79 gold from the transmogrification of miner's pair of iron boots (0 def, 4 armour).
You gain 5.68 gold from the transmogrification of pair of rough leather boots 'Durintir' (0 def, 3 armour).
You gain 1.91 gold from the transmogrification of enveloping linen cloak of battle (7 def, 0 armour).
You gain 8.64 gold from the transmogrification of Stokebile (1 def, 0 armour).
You gain 0.72 gold from the transmogrification of grounding rough leather belt of transcendence.
You gain 6.07 gold from the transmogrification of impenetrable steel mail armour of delving (2 def, 12 armour).
You gain 11.11 gold from the transmogrification of Lisyyama (2 def, 6 armour).
You gain 9.58 gold from the transmogrification of Beintir.
You gain 3.82 gold from the transmogrification of balanced steel steamsaw of resistance (13-20 power, 0 apr).
You gain 2.04 gold from the transmogrification of acidic steel steamsaw of resilience (13-20 power, 0 apr).
You gain 0.75 gold from the transmogrification of acidic iron dagger (10-13 power, 5 apr).
You gain 0.25 gold from the transmogrification of iron mace (12-17 power, 2 apr).
You gain 1.31 gold from the transmogrification of flaming iron greatsword of massacre (22-35 power, 1 apr).
You gain 2.81 gold from the transmogrification of quick steel battleaxe of erosion (22-33 power, 2 apr).
You gain 2.74 gold from the transmogrification of elm magestaff of illumination (10-12 power, 2 apr, lightning element).
You gain 1.49 gold from the transmogrification of shielding rune (absorb 164; dur 4; cd 17).
You gain 1.52 gold from the transmogrification of movement infusion (speed 428%; cd 15).
There is a ladder to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.











































































