








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Archer |
| Level / Exp | 10 / 31% |
| Size | small |
| Lifes / Deaths | Killed by Xerudhenor the sandworm at level 10 on the 3rd Dusk 122nd year of Ascendancy at 07:58 / 2Killed by Xerudhenor the sandworm at level 10 on the 3rd Dusk 122nd year of Ascendancy at 08:02 |
Primary Stats
| Strength | 20 (base 21) |
| Dexterity | 43 (base 33) |
| Constitution | 8 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 19 (base 12) |
Resources
| Life | -4/181 |
| Stamina | 153/153 |
| Healing Factor | 0.97959106305132 |
| Regeneration | 0.24489776576283 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 20.783939787388 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 47 |
| Crit Chance | 4% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Nature | +10% |
| Fire | +11% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 11 (49.007671158813%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 9 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Nature | + 23%( 70%) |
| Cold | + 17%( 70%) |
| Lightning | + 5%( 70%) |
| Fire | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 55% |
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
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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. | active |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
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 |
Equipment
| On feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +5 (+5 eff.) other ------- Encumbrance +22 Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
| Quiver | tundral quiver of ash arrows of erosion (12/16, 23-32 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Nature Weapon Damage 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 16 On-ranged-hit +8 nature, +15 cold On-crit, radius 2 +9 cold Arrows are used with bows to pierce your foes to death. |
| On hands | storm iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats Dex +2 offense ------ On-Hit 5 lightning Damage +3% lightning Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% lightning 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 | miner's rough leather cap of strength (+2) (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Str +2 defense ------ Armor +3 Fatigue +1% other ------- Infravision +2 A cap made of leather. |
| Tool | Cystwrack [power 170] (8/20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats Dex +2 offense ------ Ignore resists +5% mind Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Armor +2 Resistance +3% nature Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 10% 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 | copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% nature defense ------ Resistance +20% nature Rings make your fingers look great! |
| On fingers | rogue's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats Cun +3 offense ------ Damage +11% fire defense ------ Defense +6 (+2 eff.) Resistance +22% fire Rings make your fingers look great! |
| Around neck | Yvibeth the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats Dex +5 offense ------ Damage +3% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Defense +10 (+3 eff.) Resistance +3% acid Amulets make your neck look great! |
| In main hand | ranger's elm longbow4.0 Encumbrance T1 longbow 2H weapon [Ego] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats Dex +3 Longbows are used to shoot arrows at your foes. |
| Main armor | cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% cold A suit of armour made of leather. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Inventory
teleportation rune of the titan (range 30; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
nature's vined mindstar of clarity (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+3 eff.) Damage +2% nature defense ------ Resistance +3% blight Mind save +2 (+2 eff.) Disease Resist +10% other ------- Max psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Huharaneg the ash magestaff (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Str +1, Mag +1 offense ------ Spell Crit +7% Critical power +11.00% Spellpower +6 (+6 eff.) Damage +15% arcane On-Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 37% defense ------ Resistance +3% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +17% cold A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
radiant steel plate armour of command (6 def, 13 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego++] Nature/Psionic While equipped: Stats Cun +1, Wil +1 defense ------ Armor +13 Defense +6 (+2 eff.) Fatigue +22% Resistance +13% blight, +12% darkness Mind save +12 (+7 eff.) other ------- Light +1 A suit of armour made of metal plates. |
Glorulle the steel shield (0 def, 4 armour, 40.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Str +3, Con +6 defense ------ Armor +4 Fatigue +8% Resistance +3% blight, +19% cold other ------- Talents +1 Block Handheld deflection devices. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Netkac the Yeek Archer level 10
2nd Dusk 122nd year of Ascendancy at 09:58 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Netkac the Yeek Archer level 9
7th Flare 122nd year of Ascendancy at 09:58 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Netkac the Yeek Archer level 10
3rd Dusk 122nd year of Ascendancy at 07:58 see stats
Log
Saving game...
Saving done.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Xerudhenor the sandworm's Beyond the Flesh hits Netkac for 27 physical, 8 physical (35 total damage).
Something misses Netkac.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Xerudhenor the sandworm)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Xerudhenor the sandworm)).
Xerudhenor the sandworm blocks Netkac's attack and retaliates with his telekinetically wielded weapon!
Netkac is poisoned!
Xerudhenor the sandworm repels an attack from Netkac.
Melee retaliation hits Xerudhenor the sandworm for 2 mind damage.
Xerudhenor the sandworm hits Netkac for 27 physical, 8 physical (35 total damage).
Xerudhenor the sandworm's Beyond the Flesh misses Netkac.
Deadly Poison from Xerudhenor the sandworm hits Netkac for 9 nature damage.
Xerudhenor the sandworm uses Venomous Strike.
Netkac is poisoned!
Netkac slows down.
Melee retaliation hits Xerudhenor the sandworm for 1 mind, 1 mind (3 total damage).
Xerudhenor the sandworm hits Netkac for 34 nature, 8 physical, 32 nature, 8 physical (83 total damage).
Xerudhenor the sandworm's Beyond the Flesh misses Netkac.
Poison bursts out of Netkac's corpse!
Talent Infusion: Healing is ready to use.
Talent Volley is ready to use.
Poison from Xerudhenor the sandworm hits Netkac for 15 nature damage.
Deadly Poison from Xerudhenor the sandworm hits Netkac for 9 nature damage.
Netkac the level 10 yeek archer was splurged to death by Xerudhenor the sandworm on level 2 of Sandworm lair.














































































