









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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!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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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 | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 16 / 45% |
| Size | small |
| Lifes / Deaths | Killed by orc corruptor at level 14 on the 42nd Haze 122nd year of Ascendancy at 14:28 3 / 2Killed by orc corruptor at level 14 on the 42nd Haze 122nd year of Ascendancy at 16:17 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 45 (base 31) |
| Constitution | 20 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 56 (base 43) |
Resources
| Life | 378/378 |
| Stamina | 160/160 |
| Healing Factor | 1.1870588855781 |
| Regeneration | 0.29676472139453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 39.46669190158 |
| See Invisible | 39.46669190158 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 54 |
| Crit Chance | 27% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 54 |
| Crit Chance | 27% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Light | +10% |
| Nature | +11% |
| Mind | +4% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 5 (38.594633868923%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 22 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Cold | + 11%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 35%( 70%) |
| Mind | + 8%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 42% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 248 life over 5 turns. Its effects scale with your Constitution stat. |
| 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 / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Quickdraw |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 86 - 120 Accuracy: 69 (knife) APR: 16 Crit Chance: +42% Crit mult: 188% Uses Stats: 50% Cun, 70% Dex |
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 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Deepswell' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +8 Wil +1 Cun dps ---------- Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
| 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.(81 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Obsidianglamour (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +11% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Defense +1 (+0 eff.) Resists +16% nature +3% darkness ---------- misc Max.psi +20.00 A pointy cloth hat, very wizardly... |
| Tool | extending steel torque of mindblast [power 150] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 156 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +22% Rings make your fingers look great! |
| Around waist | Noonreign1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.pwr +2 (+1 eff.) Res.pen +15% light ----- def ----- Resists +3% light Phys.save +14 (+6 eff.) Die.at -20.00 life A belt that goes around your waist. |
| In main hand | enhanced iron dagger of projection (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Psionic Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +4 Cun +4 Con Sharp, short and deadly. |
| On hands | hardened leather gloves 'Manyhad' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex +3 Wil +2 Con dps ---------- Melee+ 8 mind Dmg.mod +4% mind Acc +10 (+4 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +5% mind Crit.chn- 15.00% Phys.save +13 (+5 eff.) Spell.save +5 (+3 eff.) Mind.save +3 (+1 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | balanced iron dagger of dampening (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt/Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +8% acid +8% lightning +8% cold +8% fire +3% all Spell.save +5 (+3 eff.) Disarm- +22% Sharp, short and deadly. |
| Main armor | nimble rough leather armour of Toknor (7 def, 2 armour)9.0 T1 light armor [Ego++] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) Mov.spd +20% ----- def ----- Armour +2 Defense +7 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
3 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. |
4 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 285/400 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Mr Stabby III the Halfling Rogue level 14
42nd Haze 122nd year of Ascendancy at 18:01 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mr Stabby III the Halfling Rogue level 9
18th Dusk 122nd year of Ascendancy at 21:29 see stats
Level 10
Got a character to level 10.By Mr Stabby III the Halfling Rogue level 10
42nd Dusk 122nd year of Ascendancy at 14:54 see stats
The Arena
Unlocked Arena mode.By Mr Stabby III the Halfling Rogue level 6
1st Flare 122nd year of Ascendancy at 10:34 see stats
The secret city
Discovered the truth about mages.By Mr Stabby III the Halfling Rogue level 9
6th Flare 122nd year of Ascendancy at 21:33 see stats
Log
You gain 4.11 gold from the transmogrification of murderer's linen cloak of Eldoral (1 def, 0 armour).
You gain 3.37 gold from the transmogrification of enlightening steel plate armour (0 def, 9 armour).
You gain 2.21 gold from the transmogrification of impenetrable steel mail armour of acid resistance (2 def, 14 armour).
You gain 0.59 gold from the transmogrification of steel shield of physical resistance (+12%) (0 def, 4 armour, 41 block).
You gain 1.06 gold from the transmogrification of flaming steel shield (0 def, 4 armour, 42.5 block).
You gain 14.82 gold from the transmogrification of Xyba the Daymark (20/20, 20-24 power, 4 apr).
You gain 3.97 gold from the transmogrification of high-capacity quiver of ash arrows of persecution (45/45, 23-32 power, 7 apr).
You gain 2.77 gold from the transmogrification of mighty cured leather sling of lightning.
You gain 1.52 gold from the transmogrification of nature's vined mindstar (4-4 power, 18 apr, mind damage).
You gain 1.70 gold from the transmogrification of blooming vined mindstar (6-7 power, 18 apr, nature damage).
You gain 4.34 gold from the transmogrification of flaming steel dagger of shearing (10-14 power, 6 apr).
You gain 1.20 gold from the transmogrification of arcing steel dagger of massacre (18-23 power, 6 apr).
You gain 9.10 gold from the transmogrification of Umbral Razor (25-32 power, 10 apr).
You gain 2.84 gold from the transmogrification of balanced steel waraxe of massacre (20-27 power, 3 apr).
You gain 6.96 gold from the transmogrification of plaguebringer's steel mace of crippling (14-20 power, 3 apr).
You gain 2.50 gold from the transmogrification of arcing steel mace of phasing (14-20 power, 8 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (24-38 power, 2 apr).
You gain 3.60 gold from the transmogrification of truestriking steel greatmaul (28-42 power, 2 apr).
You gain 1.98 gold from the transmogrification of potent elm starstaff of power (12-14 power, 2 apr, darkness element).
You gain 1.98 gold from the transmogrification of acid wave rune of the titan (damage 140; dur 4; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; mental; dur 3; cd 11).
There is a A gate into the Maze 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.
Today is the 54th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Saving game...
Saving done.














































































