











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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 Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Rogue |
| Level / Exp | 10 / 57% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 14 (base 11) |
| Dexterity | 28 (base 27) |
| Constitution | 19 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 18 (base 13) |
| Cunning | 30 (base 28) |
Resources
| Life | 311/311 |
| Stamina | 137/137 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 3.1435210873188 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 5 |
| See Stealth | 30.004149834542 |
| See Invisible | 30.004149834542 |
| Stealth | 45 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 44 |
| Crit Chance | 14% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 44 |
| Crit Chance | 14% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Mind | +6% |
| Physical | +10% |
Offense: Damage Penetration
| Temporal | +5% |
| Arcane | +5% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 2 (38.594633868923%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 23 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 21%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 22%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 181 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 37 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Stealth |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Insidious Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 2.7 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 33 - 46 Accuracy: 59 (knife) APR: 16 Crit Chance: +12% Crit mult: 159% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 21% chance to deflect up to 9 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 | Freezedream the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Res.pen +5% arcane Apr +4 ----- def ----- Armour +1 Phys.save +11 (+6 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | linen wizard hat 'Blastmaster' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +11% lightning Apr +4 Melee Ret 2 lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +2% physical ---------- misc Stam/turn +1.00 Light +1 A pointy cloth hat, very wizardly... |
| On hands | iron gauntlets 'Icefurnace' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +5% cold +5% temporal Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +12% cold Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +21% 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 | overpowered iron torque of psionic shield [power 43] (38 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 38 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
| Around neck | starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets make your neck look great! |
| In main hand | iron dagger 'Emelarin' (111% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 111% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 mind While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% temporal ---------- misc Equi/ret +0.12 Sharp, short and deadly. |
| Around waist | rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 A belt that goes around your waist. |
| In off hand | iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
| Cloak | linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- 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. |
| Main armor | spellwoven cashmere robe of the mountain (+10%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+2 eff.) Dmg.mod +10% physical ----- def ----- Resists +11% all +10% physical Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (speed 400%; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding linen wizard hat of light (+16%) (1 def, 0 armour) =2mag=2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light Spell.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
grounding iron helm of constitution (+3) (0 def, 3 armour) =3con=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
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. |
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. |
iron pickaxe 'Flashvice' (dig speed 28 turns) =1con=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Mind.pwr +5 (+2 eff.) ---------- misc Max.psi +10.00 Light +3 Infravis +1 See.Invis +3 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By sneeki breeki the Drem Rogue level 10
30th Voratun 122nd year of Ascendancy at 11:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By sneeki breeki the Drem Rogue level 8
24th Voratun 122nd year of Ascendancy at 18:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By sneeki breeki the Drem Rogue level 8
26th Voratun 122nd year of Ascendancy at 19:48 see stats
Log
Ran for 11 turns (stop reason: at exit).
You gain 0.82 gold from the transmogrification of woodsman's iron pickaxe (dig speed 36 turns).
Sneeki breeki wears (replacing grounding iron helm of dexterity (+2) (0 def, 3 armour)): linen wizard hat 'Blastmaster' (1 def, 0 armour).
You gain 0.98 gold from the transmogrification of grounding iron helm of dexterity (+2) (0 def, 3 armour).
You gain 0.15 gold from the transmogrification of iron pickaxe (dig speed 35 turns).
You gain 8.35 gold from the transmogrification of Tulisakan the brass lantern.
You gain 1.71 gold from the transmogrification of spellwoven linen wizard hat of blight (+11%) (1 def, 0 armour).
You gain 1.23 gold from the transmogrification of linen wizard hat of the sentry (1 def, 0 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 0.67 gold from the transmogrification of iron plate armour of spell shielding (0 def, 7 armour).
You gain 5.50 gold from the transmogrification of iron mail armour 'Frozenspire' (2 def, 9 armour).
You gain 1.72 gold from the transmogrification of impenetrable iron mail armour of spell shielding (2 def, 9 armour).
You gain 1.19 gold from the transmogrification of mindwoven woollen robe of darkness (+15%) (0 def, 0 armour).
You gain 5.77 gold from the transmogrification of linen robe 'Lelegarach' (0 def, 0 armour).
You gain 0.25 gold from the transmogrification of iron waraxe (103% power, 2 apr).
You gain 6.41 gold from the transmogrification of Tyrig the Blastwrither (103% power, 2 apr).
You gain 0.95 gold from the transmogrification of acidic iron greatsword of massacre (131% power, 1 apr).
You gain 0.75 gold from the transmogrification of acidic iron greatsword (113% power, 1 apr).
You gain 5.81 gold from the transmogrification of Xeruwen the Hazebane (110% power, 1 apr).
You gain 1.15 gold from the transmogrification of shielding rune (absorb 50; dur 4; cd 14).
You gain 0.58 gold from the transmogrification of shatter afflictions rune (absorb 28; cd 16).
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 22).
You gain 1.15 gold from the transmogrification of acid wave rune (damage 31; dur 4; cd 21).
You gain 1.18 gold from the transmogrification of acid wave rune (damage 37; dur 4; cd 16).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 20%; physical; dur 4; cd 13).
You gain 0.62 gold from the transmogrification of healing infusion (heal 40; cd 14).
There is a previous level here (press '' or right click to use).

















































































