











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Items Vault 1.7.6Donators/Buyers bonus! Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. 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 1.7.0Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Adventure |
| Sex | Male |
| Race | Krog |
| Class | Bulwark |
| Level / Exp | 8 / 49% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 41 (base 32) |
| Dexterity | 25 (base 19) |
| Constitution | 14 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 329/329 |
| Stamina | 118/118 |
| Equilibrium | 0 |
| Healing Factor | 1.1572895330003 |
| Regeneration | 3.298275169051 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 38 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Lightning | +15% |
| Fire | +14% |
| Acid | +9% |
Offense: Damage Penetration
| Nature | +25% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 26.03973776293 (38.594633868923%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 1.9238052216851 |
| Physical Save | 19 |
| Spell Save | 15 |
| Mental Save | 11 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 15%( 70%) |
| Mind | + 21%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 62%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Knockback Resistance | 45% |
| Stun Resistance | 86% |
| Instadeath Resistance | 100% |
| 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
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield Wall |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
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 | Blazeire (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str offense ------ Damage +3% light defense ------ Armor +3 Unlife -20.00 life other ------- Stamina/turn +3.00 Infravision +2 A pair of boots made of leather. |
| Light source | nightwalker's brass lantern of the zealot2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +6 (+2 eff.) defense ------ Resistance +3% all Spell save +5 (+5 eff.) 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. |
| On head | iron helm 'Shockedge' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +6% lightning Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Armor +3 Fatigue +5% Resistance +3% lightning +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Airtrencher (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 fire Damage +9% lightning +3% fire +3% acid Ignore resists +5% acid defense ------ Armor +1 Fatigue +1% Resistance +6% acid +5% 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. |
| On fingers | rogue's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| Around neck | Pyrecut the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) Damage +6% acid When Hit 4 fire defense ------ Resistance +12% mind Unlife -20.00 life Confus Resist +20% Amulets make your neck look great! |
| In main hand | Dourwish (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 nature On Hit: * 10% chance to reduce damage dealt by 11% While equipped: defense ------ Resistance +3% darkness +12% acid One-handed war axes. |
| Around waist | rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.60 Healmod +12% A belt that goes around your waist. |
| In off hand | Breezestoker (0 def, 2 armour, 8-10 power, 20 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 On-crit, radius 2 +4 mind While equipped: Stats +1 Str +2 Dex offense ------ Ignore resists +25% nature +5% acid Accuracy +4 (+1 eff.) defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrorig the Starripper (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +9% light +11% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +19% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
iron longsword (11-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron shield (0 def, 2 armour, 10-11 power, 21 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +21 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
pair of iron boots 'Hailstone' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ Damage +6% cold Ignore resists +10% light defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stabilizing rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. |
2 agate0.0 Encumbrance 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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
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. |
2 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. |
81 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. |
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. |
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. |
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 250/400 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
Log
Sam wears: resilient linen cloak (1 def, 0 armour).
Sam wears: rough leather belt of life.
Sam wears (replacing warrior's copper amulet): Pyrecut the copper amulet.
Sam wears (replacing stabilizing rough leather cap (0 def, 1 armour)): iron helm 'Shockedge' (0 def, 3 armour).
You gain 5.25 gold from the transmogrification of evasive elm wand of lightning storm [power 116] (15 cooldown).
You gain 2.89 gold from the transmogrification of grounding pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 4.89 gold from the transmogrification of Saluma the Splendourtrencher (1 def, 0 armour).
You gain 5.28 gold from the transmogrification of Unryregorain.
You gain 4.77 gold from the transmogrification of rough leather sling 'Abyssvengeance'.
You gain 1.42 gold from the transmogrification of elm longbow of cold.
You gain 0.25 gold from the transmogrification of elm longbow.
You gain 3.65 gold from the transmogrification of Surefire.
You gain 0.25 gold from the transmogrification of iron waraxe (12-16 power, 2 apr).
You gain 0.95 gold from the transmogrification of flaming iron mace (12-18 power, 2 apr).
You gain 3.50 gold from the transmogrification of Bill's Tree Trunk (30-51 power, 7 apr).
You gain 1.09 gold from the transmogrification of manasurge rune of the duelist (regen 750% over 10 turns; mana 38; cd 13).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 6th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).

































































