







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster 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. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Embers of Rage 1.5.0Official 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:
Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Anorithil |
| Level / Exp | 12 / 22% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 12 on the 39th Dusk 122nd year of Ascendancy at 06:43 / 1 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 7 (base 10) |
| Magic | 37 (base 37) |
| Willpower | 16 (base 10) |
| Cunning | 34 (base 28) |
Resources
| Life | -18/236 |
| Positive | 57/63 |
| Negative | 41/63 |
| Healing Factor | 0.91386198547216 |
| Regeneration | 21.137627723971 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +18.317581592893% |
| Spell | +8.1376093201064% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 4 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 23% |
| Speed | 0.92474764911792 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Darkness | +17% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 1 |
| Physical Save | 11 |
| Spell Save | 25 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 19%( 70%) |
| Cold | + 7%( 70%) |
| Blight | + 10%( 70%) |
| Acid | + 7%( 70%) |
| Fire | + 7%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Disarm Resistance | 21% |
| Confusion Resistance | 89% |
| Silence Resistance | 54% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| 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 114 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Hymn of Shadows |
| talent | Chant of Resistance |
| detrimental effect | The target is poisoned, taking 23.14 nature damage per turn. Deadly Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.71 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
| beneficial effect | A flow of life spins around the target, regenerating 22.88 life per turn. Regeneration |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | [vs. miner's pair of rough leather boots (0 def, 6 armour) (On feet)]miner's pair of rough leather boots (0 def, 6 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 (-) Fatigue +1% (-) ---------- misc Infravis +2 (-) A pair of boots made of leather. |
| Light source | [vs. survivor's brass lantern of health (Light source)]survivor's brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+6 eff.) (-) Max.HP +40.00 (-) Heal.mod +10% (-) ---------- misc Light +2 (-) 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 | [vs. linen wizard hat (1 def, 0 armour) (On head)]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... |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5(-) Lck ----- def ----- Defense +5 (+5 eff.) (-) ---------- misc T.Disarm +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. rogue's copper ring (On fingers, 1 of 2)]rogue's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2(-) Cun ----- def ----- Defense +4 (+4 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. rogue's copper ring (On fingers, 1 of 2)]copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +0(-2) Cun ----- def ----- Defense +0 (+0 eff.) (-4 (-4 eff.)) Max.HP +20.00 Disarm- +21% Pinning- +23% Knockbk- +21% Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt (Around waist)]rough leather belt 1.0 T1 belt armor [Normal] A belt that goes around your waist. |
| In main hand | [vs. elm starstaff (10-12 power, 2 apr, darkness element) (In main hand)]elm starstaff (10-12 power, 2 apr, darkness element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 (-) Crit +2.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +1% (-) Spell.pwr +3 (+2 eff.) (-) Dmg.mod +10%(-) darkness ---------- misc Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Main armor | [vs. linen robe of blight (+10%) (0 def, 0 armour) (Main armor)]linen robe of blight (+10%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10%(-) blight ----- def ----- Resists +10%(-) blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. linen cloak (1 def, 0 armour) (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. |
| Around neck | [vs. grounding copper amulet of constitution (+2) (Around neck)]grounding copper amulet of constitution (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2(-) Con ----- def ----- Resists +12%(-) lightning Stun/Frz- +20% (-) Amulets can have magical properties. |
Inventory
[vs. rogue's copper ring (On fingers, 1 of 2)]marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex +0(-2) Cun dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +0 (+0 eff.) (-4 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. linen robe of blight (+10%) (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Normal] While equipped: dps ---------- Dmg.mod +0%(-10%) blight ----- def ----- Resists +0%(-10%) blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
5 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
[vs. survivor's brass lantern of health (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: ----- def ----- Phys.save +0 (+0 eff.) (-6 (-6 eff.)) Max.HP +0.00 (-40.00) Heal.mod +0% (-10%) ---------- misc Light +2 (-) 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. |
[vs. Prox's Lucky Halfling Foot (Tool)]Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +0(-5) Lck ----- def ----- Defense +0 (+0 eff.) (-5 (-5 eff.)) ---------- misc T.Disarm +0 (-5) Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 102.05 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 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
Log
Ashriel hits Thief for 10 darkness damage.
Thief hits Ashriel for 26 physical, 4 lightning (30 total damage).
Thief hits Ashriel for 23 physical, 6 nature, 8 temporal (37 total damage).
Ashriel casts Healing Light.
Ashriel's light area effect hits Thief for 13 light damage.
Ashriel receives 113 healing.
Deadly Poison from Thief hits Ashriel for 14 nature damage.
Insidious Poison from Cutpurse hits Ashriel for 2 nature damage.
Thief uses Highborn's Bloom.
Ashriel evades Cutpurse.
Ashriel evades Thief.
Cutpurse hits Ashriel for 23 physical, 2 nature (25 total damage).
Ashriel hits Cutpurse for 10 darkness damage.
Ashriel hits Thief for 10 darkness, 10 darkness (20 total damage).
Ashriel hits Thief for 10 darkness damage.
Thief hits Ashriel for 13 physical damage.
Thief hits Ashriel for 22 physical, 6 nature, 8 temporal, 10 physical (47 total damage).
Ashriel uses Infusion: Regeneration.
Ashriel starts regenerating health quickly.
Ashriel's light area effect hits Thief for 13 light damage.
Talent Moonlight Ray is ready to use.
Deadly Poison from Thief hits Ashriel for 14 nature damage.
Insidious Poison from Cutpurse hits Ashriel for 2 nature damage.
Thief performs a melee critical strike against Ashriel!
Ashriel evades Cutpurse.
Thief uses Disarm.
Thief performs a melee critical strike against Ashriel!
Saving game...


















































