









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Wyrmic |
| Level / Exp | 12 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage recruit at level 12 on the 23rd Retaking 124th year of Ascendancy at 20:28 / 1 |
Primary Stats
| Strength | 35 (base 30) |
| Dexterity | 7 (base 10) |
| Constitution | 17 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 36 (base 34) |
| Cunning | 15 (base 10) |
Resources
| Life | 33/472 |
| Steam | 100/100 |
| Stamina | 194/208 |
| Equilibrium | 40 |
| Healing Factor | 1.062941519274 |
| Regeneration | 6.8851416300519 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 20 |
| Crit Chance | 16% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 26.317011280365 (72.903125182002%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 24 |
| Physical Save | 20 |
| Spell Save | 24 |
| Mental Save | 17 |
Defense: Resistances
| Lightning | + 1%( 70%) |
| Acid | + 3%( 70%) |
| Light | + 6%( 70%) |
| Darkness | + 5%( 70%) |
| Cold | + 16%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 2%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 510% 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 Magic stat. |
| 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 54 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. | active |
Equipment
| On feet | [vs. Eden's Guile (2 def, 1 armour) (On feet)]Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3(-) Cun ----- def ----- Armour +1 (-) Defense +2 (+1 eff.) (-) Fatigue +2% (-) ---------- misc Masteries +0.20(-) Cunning/Survival Boost speed by 28% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| On hands | [vs. restful iron gauntlets (0 def, 1 armour) (On hands)]restful iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +1 (-) Fatigue +1% (-) HP.reg +2.00 (-) ---------- misc Stam/turn +0.50 (-) Max.stam +10.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | [vs. rough leather hat of constitution (+2) (0 def, 1 armour) (On head)]rough leather hat of constitution (+2) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +2(-) Con ----- def ----- Armour +1 (-) Fatigue +1% (-) A hat made of leather. Very stylish. |
| Tool | [vs. powerful elm wand of clairvoyance [power 9] (15 cooldown) (Tool)]powerful elm wand of clairvoyance [power 9] (15 cooldown) 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. wizard's steel ring of perseverance (On fingers)]wizard's steel ring of perseverance 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3(-) Mag ----- def ----- Spell.save +6 (+3 eff.) (-) HP.reg +1.00 (-) Stun/Frz- +23% (-) Rings make your fingers look great! |
| Around waist | [vs. nightruned rough leather belt (Around waist)]nightruned rough leather belt 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6%(-) light +5%(-) darkness A belt that goes around your waist. |
| In main hand | [vs. thought-forged steel waraxe of massacre (120% power, 11 apr) (In main hand, 1 of 2)]thought-forged steel waraxe of massacre (120% power, 11 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Master/Psionic Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 (-) Crit +12.0% (-) Atk.spd 100% (-) Melee+ +5(-) mind On Hit: * 12% chance to reduce all saves and defense by 19 While equipped: Stats +3(-) Cun +1(-) Wil One-handed war axes. Tap to cycle through comparison choices |
| In off hand | [vs. iron shield (0 def, 2 armour, 98% power, 24 block) (In off hand, 1 of 2)]iron shield (0 def, 2 armour, 98% power, 24 block) 7.0 T1 shield armor Reqs Shield usage training Str 11 [Normal] When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% (-) Block +24 (-) While equipped: ----- def ----- Armour +2 (-) Fatigue +8% (-) ---------- misc Talents +1.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 (-) ---------- misc Light +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. |
| Main armor | [vs. impenetrable steel mail armour (2 def, 13 armour) (Main armor)]impenetrable steel mail armour (2 def, 13 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +13 (-) Defense +2 (+1 eff.) (-) Fatigue +12% (-) A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 105% / cooldown 98%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 98%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. thought-forged steel waraxe of massacre (120% power, 11 apr) (In main hand, 1 of 2)]ash starstaff (111% power, 3 apr, temporal element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% (-9%) Range: 1.2x (-0.2x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-8) Crit +3.0% (-9.0%) Atk.spd 100% (-) Melee+ +0(-5) mind On Hit: * 0% chance to reduce all saves and defense by 19 While equipped: Stats +0(-3) Cun +0(-1) Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. restful iron gauntlets (0 def, 1 armour) (On hands)]storm hardened leather gloves of magic (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning +5% arcane ----- def ----- Armour +2 (+1) Fatigue +0% (-1%) Resists +6% lightning HP.reg +0.00 (-2.00) ---------- misc Stam/turn +0.00 (-0.50) Max.stam +0.00 (-10.00) 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. |
4 agate0.0 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 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. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Neryth the Kruk Yeti Wyrmic level 11
20th Retaking 124th year of Ascendancy at 11:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Neryth the Kruk Yeti Wyrmic level 10
17th Retaking 124th year of Ascendancy at 09:40 see stats
Log
Sun-mage recruit shrugs off the effect 'Corrode'!
Neryth's corrosive acid area effect hits Sun-mage recruit for 14 acid damage.
Sun-mage recruit's light area effect hits Neryth for 38 light damage.
Neryth uses Block.
Neryth feels pain again.
Sun-mage recruit is corroded.
Sun-mage recruit's light area effect hits Neryth for (24 blocked), 20 light (20 total damage).
Neryth's corrosive acid area effect hits Sun-mage recruit for 14 acid damage.
Burning from Orc gunslinger hits Neryth for (24 blocked), 20 fire (20 total damage).
Sun-mage recruit recovers sight.
Sun paladin recruit is on fire!
Orc gunslinger's Shoot hits Sun paladin recruit for 61 physical, 5 lightning, 6 nature (73 total damage).
Neryth uses Shield Slam.
Neryth hits Sun-mage recruit for 15 physical, 14 physical, 13 physical (42 total damage).
Melee retaliation hits Neryth for 13 light, 13 light, 13 light (39 total damage).
Sun-mage recruit is corroded.
Neryth's corrosive acid area effect hits Sun-mage recruit for 14 acid damage.
Neryth's corrosive acid area effect hits Sun-mage recruit for 14 acid damage.
Sun-mage recruit's light area effect hits Neryth for (24 blocked), 20 light (20 total damage).
Neryth stops regenerating health quickly.
Burning from Orc gunslinger hits Neryth for (24 blocked), 27 fire (27 total damage).
Sun-mage recruit seems more focused.
Burning from Orc gunslinger hits Sun paladin recruit for 13 fire damage.
Sun-mage recruit misses Neryth.
Sun-mage recruit misses Neryth.
Neryth tries to swallow Sun-mage recruit!
Neryth gains 0% of a turn from Ancestral Life.



















































































