










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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
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 Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 9 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Shma the krog at level 9 on the 6th Dusk 122nd year of Ascendancy at 23:21 / 1 |
Primary Stats
| Strength | 26 (base 14) |
| Dexterity | 16 (base 12) |
| Constitution | 23 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 15 (base 12) |
| Cunning | 35 (base 30) |
Resources
| Life | 285/285 |
| Mana | 173/173 |
| Stamina | 136/136 |
| Healing Factor | 1.2099022211821 |
| Regeneration | 0.30247555529553 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 16 |
| Crit Chance | 16% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Darkness | +10% |
| Fire | +6% |
| Temporal | +3% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 22.551211628464 (73.607947236566%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 30 |
| Physical Save | 27 |
| Spell Save | 23 |
| Mental Save | 22 |
Defense: Resistances
| Darkness | + 20%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 5%( 70%) |
| Fire | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 46 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Blacksmith | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | Countering melee attacks: Has a 23% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning 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 |
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 |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | scholar's pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+4 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | temporal iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 temporal On-Ranged-Hit 7 temporal Damage +3% temporal defense ------ Armor +1 Fatigue +1% Resistance +5% temporal 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 | stabilizing iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Physical save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | soothing iron torque of gale force [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 turn cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+4 eff.) Rings make your fingers look great! |
| On fingers | savior's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Physical save +8 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
| Around waist | insulating rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire, +5% cold A belt that goes around your waist. |
| Main armor | iron plate armour of spell shielding (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego] Arcane While equipped: defense ------ Armor +7 Fatigue +22% Resistance +5% arcane Spell save +10 (+5 eff.) A suit of armour made of metal plates. |
| In main hand | iron greatsword 'Budrador' (19-30 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Psionic Weapon Damage 19.0 - 30.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 darkness Damage Against +7% Living While equipped: Stats Str +1, Dex +1 offense ------ Ignore Armor +2 defense ------ Resistance +6% light Massive two-handed swords. |
| Cloak | Cyraba the Infernobraid (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Wil +3 offense ------ Damage +6% fire Ignore resists +15% mind When Hit 2 fire defense ------ Defense +1 (+1 eff.) Life +34.00 other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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. |
Inventory
iron greatmaul of daylight (16-24 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 light Damage Against +12% Undead Massive two-handed mauls. |
iron greatsword (16-25 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ 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. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats Mag +2, Wil +2 defense ------ 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. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 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. |
iron mail armour of cold resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +15% cold A suit of armour made of mail. |
cleansing rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +10% blight, +10% nature +16% lightning A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
3 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. |
41 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Log
Today is the 8th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:25.
Talent Apply Poison is ready to use.
Talent Berserker Rage is ready to use.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Talent Infusion: Healing is ready to use.
Resting starts...
Talent Precise Strikes is ready to use.
Talent Premonition is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Sold: rejuvenating iron plate armour of lightning resistance (0 def, 7 armour) for 6.56 gold.
Sold: pair of iron boots of speed (0 def, 3 armour) for 4.55 gold.
Sold: Eye of the Dreaming One for 16.00 gold.
Sold: flaming iron greatmaul of paradox (20-29 power, 1 apr) for 2.90 gold.


































































