









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! 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:
Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Semi-Roguelike (szechuan) |
| Sex | Female |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 11 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 2nd Flare 122nd year of Ascendancy at 15:08 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 20 (base 14) |
| Magic | 42 (base 36) |
| Willpower | 10 (base 10) |
| Cunning | 27 (base 22) |
Resources
| Life | -23/299 |
| Positive | 46/80 |
| Negative | 40/80 |
| Healing Factor | 1.2170588855781 |
| Regeneration | 0.30426472139453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.3322676295502E-13% |
| Spell | -3.3306690738755E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 14 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +16% |
| Blight | +3% |
| Physical | +10% |
| Fire | +12% |
| Mind | +6% |
Offense: Damage Penetration
| Physical | +15% |
| Lightning | +25% |
| Mind | +20% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 11 (63%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 18 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Darkness | + 13%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 16%( 70%) |
| Acid | + 10%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 296 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 284 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 9), reducing damage dealt by 40%. Invisibility |
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 failed to protect the lone alchemist from death by Lady Zoisla the Tidebringer. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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
| On feet | Relgybers the Fogbraze (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 13% Damage when hit (Melee): 2 mind / 4 cold Changes resistances penetration: +15% mind Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +43.00 Light radius: +3 Healing mod.: +13% 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 | linen wizard hat 'Blastrot' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +10% physical Changes resistances penetration: +15% lightning Changes damage: +3% darkness / +10% physical Reduces incoming crit damage: 5.00% A pointy cloth hat, very wizardly... |
| Tool | It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Zanazilablek the Quench's kissCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% darkness / +3% acid Changes resistances penetration: +5% mind / +10% cold Maximum encumbrance: +21 Rings make your fingers look great! |
| On fingers | Shimmerbreaker the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Changes damage: +3% fire Mental save: +5 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
| Around waist | Aerylar the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +15 (+8 eff.) Fatigue: -5% Changes stats: +1 Dex Maximum encumbrance: +20 Maximum stamina: +30.00 A belt that goes around your waist. |
| In main hand | Barasus the Deepslore (100% power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +3% Damage when hit (Melee): 2 physical Changes resistances penetration: +15% physical Changes damage: +13% darkness Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Brodemadan' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes stats: +3 Cun Changes resistances: +6% blight Changes damage: +3% blight Equilibrium when hit: +0.04 Mental crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
| Main armor | Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
| Cloak | Hellsterror (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +3 Wil Changes damage: +6% mind / +9% fire Critical mult.: +10.00% Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
This item will automatically be transmogrified when you leave the level.Lightwrest the linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +6% light / +7% all Changes resistances penetration: +5% blight / +5% mind Changes damage: +3% light / +6% mind Mana each turn: +0.10 Psi each turn: +0.12 Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xesewe the linen robe (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +16% acid / +7% all Changes damage: +11% acid Poison immunity: +10% Pinning immunity: +10% Only die when reaching: -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elitira (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +6 (+3 eff.) Changes stats: +3 Con Changes resistances: +16% cold Changes resistances penetration: +5% physical Changes damage: +9% physical / +11% cold Physical save: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Arudig (10 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Defense: +10 (+5 eff.) Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances: +9% temporal Teleport immunity: +10% Stamina each turn: +3.00 Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level.brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
elm totem of healing 'Glildalle' [power 110] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Disease immunity: +20% Cut immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Carn the Cornac Anorithil level 10
9th Mirth 122nd year of Ascendancy at 07:02 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Carn the Cornac Anorithil level 4
77th Pyre 122nd year of Ascendancy at 06:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Carn the Cornac Anorithil level 9
4th Mirth 122nd year of Ascendancy at 13:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Carn the Cornac Anorithil level 9
6th Mirth 122nd year of Ascendancy at 06:28 see stats
Log
Carn is not dazed anymore.
You squeeze the squishy tentacle (Carn)!
Carn is dazed!
Melee retaliation hits Bill the Stone Troll for 1 physical, 2 darkness, 2 cold, 0 mind, 3 light (8 total damage).
Bill the Stone Troll hits Carn for (153 absorbed), 0 physical (0 total damage).
Carn casts Healing Light.
Carn receives 113 healing.
Carn is not dazed anymore.
Your shield crumbles under the damage!
The shield around Carn crumbles.
You squeeze the squishy tentacle (Carn)!
Carn is dazed!
Melee retaliation hits Bill the Stone Troll for 1 physical, 2 darkness, 2 cold, 1 mind, 3 light (8 total damage).
Bill the Stone Troll hits Carn for (18 absorbed), 77 physical (77 total damage).
Bill the Stone Troll's adrenaline surge has come to an end.
Carn casts Circle of Shifting Shadows.
You are unable to move!
Carn casts Twilight.
Talent Jumpgate: Teleport To is ready to use.
Bill the Stone Troll uses Infusion: Wild.
Bill the Stone Troll lessens the pain.
Carn's defensive darkness area effect hits Bill the Stone Troll for 1 darkness damage.
Bill the Stone Troll performs a melee critical strike against Carn!
Carn is not dazed anymore.
Melee retaliation hits Bill the Stone Troll for 1 physical, 2 darkness, 1 cold, 1 mind, 2 light (6 total damage).
Bill the Stone Troll hits Carn for 114 physical damage.
Carn the level 11 cornac anorithil was bled to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.
Carn vanishes from sight.





















































