











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Reaver |
| Level / Exp | 10 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 10 on the 6th Profit 122nd year of Ascendancy at 10:28 0 / 5Killed by Horned Horror at level 10 on the 6th Profit 122nd year of Ascendancy at 11:40 Killed by Horned Horror at level 10 on the 6th Profit 122nd year of Ascendancy at 12:45 Killed by Horned Horror at level 10 on the 6th Profit 122nd year of Ascendancy at 13:57 Killed by Skinslayer at level 10 on the 6th Profit 122nd year of Ascendancy at 14:02 |
Primary Stats
| Strength | 31 (base 20) |
| Dexterity | 9 (base 11) |
| Constitution | 34 (base 21) |
| Magic | 25 (base 27) |
| Willpower | 15 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 385/385 |
| Vim | 163/163 |
| Healing Factor | 1.285336564623 |
| Regeneration | 2.8920072704018 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 37 |
| Crit Chance | 7% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 37 |
| Crit Chance | 4% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +7% |
| Light | +19% |
| Temporal | +3% |
| Blight | +5% |
| Arcane | +6% |
| Mind | +3% |
| Fire | +3% |
Offense: Damage Penetration
| Lightning | +15% |
| Fire | +5% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 21.522593642275 (62.32946707186%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 12 |
| Physical Save | 29 |
| Spell Save | 25 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 9%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 22%( 70%) |
| Nature | + 7%( 70%) |
| Fire | + 35%( 70%) |
| Mind | + 19%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 20% |
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: 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. |
Class Talents
| Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. | active |
Equipment
| On feet | pair of iron boots 'Xeryba' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +3% arcane +3% temporal Melee Ret 2 arcane 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+5 eff.) Mind.save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Nimbusvice' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% mind Res.pen +15% lightning Melee Ret 2 mind 2 lightning ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.psi +30.00 A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Kilngrind' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +3% fire Res.pen +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% mind +17% fire 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. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | Cinderhunter the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +12% fire +10% mind +3% temporal Confus- +20% Amulets make your neck look great! |
| In main hand | dwarven-steel longsword 'Velubeth' (29-41 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 nature While equipped: Stats +4 Str +2 Cun +5 Con dps ---------- Dmg.mod +7% physical Acc +17 (+7 eff.) Sharp, long, and deadly. |
| Around waist | nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +5% light +5% darkness ---------- misc Max.enc +23 A belt that goes around your waist. |
| In off hand | iron mace 'Deluhell' (18-24 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: ----- def ----- Armour +6 Resists +3% nature +3% fire Spell.save +9 (+4 eff.) Cut- +10% Blunt and deadly. |
| Cloak | linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron mail armour 'Flashsin' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +9% light +3% arcane Res.pen +5% arcane ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% temporal A suit of armour made of mail. |
Inventory
Blastire0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight +10% cold +3% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +3% lightning +20% cold +6% mind Rings make your fingers look great! |
inquisitor's iron longsword of amnesia (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Disrupt/Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: * Deals 19 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) Sharp, long, and deadly. |
steel mace of massacre (18-26 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
iron waraxe (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
cleansing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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... |
linen wizard hat 'Ragolach' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid ---------- misc Light +2 See.Invis +3 A pointy cloth hat, very wizardly... |
impenetrable iron mail armour of acid resistance (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
Galespire the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +2.0% Res.pen +10% lightning ----- def ----- Armour +9 Fatigue +22% Resists +17% fire Crit.chn- 15.00% Die.at -20.00 life A suit of armour made of metal plates. |
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 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flashusher (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% fire Res.pen +25% cold ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
4 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. |
2 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. |
Achievements
Level 10
Got a character to level 10.By Skinslayer the Dwarf Reaver level 10
5th Profit 122nd year of Ascendancy at 21:47 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Skinslayer the Dwarf Reaver level 5
18th Voratun 122nd year of Ascendancy at 06:04 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Skinslayer the Dwarf Reaver level 10
6th Profit 122nd year of Ascendancy at 14:02 see stats
Log
Skinslayer casts Soul Rot.
Horned Horror is afflicted by a decrepitude disease!
Skinslayer's Soul Rot hits Horned Horror for (14 flat reduction), 53 blight (53 total damage).
Skinslayer hits Horned Horror for (14 flat reduction), 24 blight, (6 flat reduction), 0 nature, (7 flat reduction), 0 fire, (13 flat reduction), 0 light, (8 flat reduction), 0 blight, (14 flat reduction), 7 blight, (7 flat reduction), 0 fire, (13 flat reduction), 0 light, (8 flat reduction), 0 blight (31 total damage).
Horned Horror throws two quick punches.
Skinslayer instinctively hardens her skin and ignores the attack!
Skinslayer repels an attack from Horned Horror.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 lightning, (9 flat reduction), 0 blight, (2 flat reduction), 0 temporal, (1 flat reduction), 0 mind, (2 flat reduction), 0 arcane (0 total damage).
Horned Horror hits Skinslayer for 25 physical, 22 lightning (48 total damage).
Decrepitude Disease from Skinslayer hits Horned Horror for (14 flat reduction), 2 blight (2 total damage).
Weakness Disease from Skinslayer hits Horned Horror for (14 flat reduction), 1 blight (1 total damage).
Skinslayer uses Infusion: Regeneration.
Skinslayer starts regenerating health quickly.
Horned Horror casts Chain Lightning.
Horned Horror's spell attains critical power!
Melee retaliation hits Horned Horror for (2 flat reduction), 0 lightning, (9 flat reduction), 0 blight, (2 flat reduction), 0 temporal, (2 flat reduction), 0 mind, (2 flat reduction), 0 arcane (0 total damage).
Horned Horror hits Skinslayer for 18 physical, 22 lightning, 197 lightning (237 total damage).
Skinslayer the level 10 dwarf reaver was shocked to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Horned Horror killed Skinslayer!
Saving game...
Talent Drain is ready to use.
Talent Virulent Disease is ready to use.
Talent Soul Rot is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!










































































