










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Embers of Rage 1.7.0Official 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:
Better Item Description 1.7.2This 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 1.7.0Combines 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: Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 18 / 20% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 39 (base 34) |
| Magic | 50 (base 46) |
| Willpower | 15 (base 10) |
| Cunning | 15 (base 13) |
Resources
| Life | 527/527 |
| Mana | 107/107 |
| Negative | 76/76 |
| Positive | 81/81 |
| Healing Factor | 1.3262543368031 |
| Regeneration | 0.33156358420077 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.7399233304% |
| Spell | +10.43468854937% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 15 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 21% |
| Speed | 0.90551258226526 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +38% |
| Light | +30% |
| Temporal | +11% |
| Arcane | +3% |
| Fire | +15% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 13 (45%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 36 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 22%( 70%) |
| Mind | + 26%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 16%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 24%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 445% 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 Strength 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: 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: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Premonition |
| talent | Hymn Nocturnalist |
| talent | Hymn of Shadows |
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 |
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the repented thief from death by Islogata the giant white ant. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed sandworm tooth. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. | 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 within14 lumberjacks have died. | done |
Equipment
| On feet | Sunfame (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +14.00 Light +2 A pair of boots made of leather. |
| Light source | brass lantern 'Dazzlenail'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +3% acid +5% arcane +3% lightning Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +5 Infravis +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 | cashmere wizard hat 'Duskbolt' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +6% fire +6% nature +6% darkness Res.pen +25% darkness ----- def ----- Defense +2 (+2 eff.) Resists +3% nature +3% fire ---------- misc Psi/turn +0.21 A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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 | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Branobar'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +1 Mag +2 Con dps ---------- Spell.pwr +20 (+7 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +3% arcane ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
| In main hand | Lelylehell the elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Phys.pwr +10 (+5 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +5% arcane Die.at -60.00 life ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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 | spellwoven linen robe of darkness (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +7% all Spell.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Eclipsegrind the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Areyarin0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- S.pwr/crit +6 Acc +5 (+2 eff.) ----- def ----- Resists +11% mind +1% physical Die.at -60.00 life Confus- +21% Amulets make your neck look great! |
Inventory
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Baldarin the Dwarf Anorithil level 12
14th Wealth 122nd year of Ascendancy at 08:40 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Baldarin the Dwarf Anorithil level 10
4th Profit 122nd year of Ascendancy at 01:41 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Baldarin the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 12:15 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Baldarin the Dwarf Anorithil level 8
1st Profit 122nd year of Ascendancy at 13:00 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Baldarin the Dwarf Anorithil level 13
24th Dearth 122nd year of Ascendancy at 20:10 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Baldarin the Dwarf Anorithil level 16
26th Loss 122nd year of Ascendancy at 12:04 see stats
Log
Today is the 23rd Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:28.
Today is the 24th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Today is the 25th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
Today is the 26th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 27th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 28th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 29th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 30th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 1st Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Ran for 30 turns (stop reason: at exit).
Today is the 2nd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
Today is the 3rd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 4th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 5th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
There is a Portal to the Bearscape here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
Saving game...
Saving done.



























































