










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 13 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by slaver at level 13 on the 67th Dusk 122nd year of Ascendancy at 16:11 / 1 |
Primary Stats
| Strength | 22 (base 20) |
| Dexterity | 42 (base 39) |
| Constitution | 31 (base 17) |
| Magic | 8 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -2/462 |
| Stamina | 111/166 |
| Healing Factor | 1.2158714593978 |
| Regeneration | 0.30396786484946 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 25.703251193202 |
| See Invisible | 25.703251193202 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 54 |
| Crit Chance | 15% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +11% |
| Light | +9% |
| Mind | +9% |
Offense: Damage Penetration
| Light | +21% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 7 (63.914983985962%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 16 |
| Mental Save | 18 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 11%( 70%) |
| Blight | + 11%( 70%) |
| Cold | + 6%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost defiler from death by gloomy giant white rat. Escort: lost defiler (level 1 of Heart of the Gloom) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Zerumaregorain the Glittertitan (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Con offense ------ Mind Crit +1% Damage +9% light Ignore resists +10% light Ignore Armor +1 defense ------ Armor +1 Fatigue -4% Physical save +5 (+3 eff.) other ------- Encumbrance +24 Psi when Hit +0.04 A pair of boots made of leather. |
| Quiver | Weepwild the quiver of ash arrows (14/16, 31-43 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Master Weapon Damage 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 16 On-crit, radius 2 +12 nature On Hit: * 20% chance to reduce damage dealt by 13% * 20% chance to slow global speed by 41% * Create an explosion dealing 15 cold damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +43.00 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 | insulating linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +6% fire +6% cold A pointy cloth hat, very wizardly... |
| Tool | cleansing elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +8 (+4 eff.) Spell save +6 (+5 eff.) Mind save +7 (+4 eff.) Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
| On fingers | Huridochik the Morningstone0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +11% blight +9% mind defense ------ Resistance +11% blight +3% light Physical save +3 (+2 eff.) other ------- Stamina/turn +1.00 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Quenchreign4.0 Encumbrance T3 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +16 cold While equipped: Stats +12 Con +11 Wil offense ------ Physical Crit +2.0% Ignore resists +11% all Accuracy +20 (+6 eff.) Ignore Armor +14 When Hit 2 cold defense ------ Defense +10 (+4 eff.) Life +15.00 Healmod +5% Knockbk Resist +10% Longbows are used to shoot arrows at your foes. |
| Main armor | prismatic rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning +11% light +11% darkness A suit of armour made of leather. |
| Cloak | enveloping linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+3 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Blazehunger the elm longbow4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Str +1 Cun +1 Con offense ------ Physical Power +9 (+4 eff.) Ignore resists +15% cold defense ------ Resistance +3% fire Longbows are used to shoot arrows at your foes. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
mighty rough leather sling of true flight4.0 Encumbrance T1 sling 1H weapon [Ego+] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Crit +5.0% Physical Power +6 (+3 eff.) Accuracy +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 Encumbrance T1 sling 1H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
blurring rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+3 eff.) defense ------ Defense +9 (+3 eff.) Mind save +6 (+4 eff.) Stealth +6 A belt that goes around your waist. |
rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -5% other ------- Encumbrance +23 A belt that goes around your waist. |
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. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +5% temporal A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
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. |
enlightening iron plate armour of resilience (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego+] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +7 Fatigue +22% Mind save +10 (+6 eff.) Life +22.00 A suit of armour made of metal plates. |
quiver of elm arrows (20/20, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
7 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
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. |
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. |
pouch of iron shots (12/14, 14-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 14 Shots are used with slings to pummel your foes to death. |
4 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. |
5 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. |
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. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Skirsh the Thalore Archer level 10
22nd Dusk 122nd year of Ascendancy at 23:08 see stats
Log
Skirsh's Shoot hits Enthralled slave for (13 flat reduction), 2 cold (2 total damage).
Skirsh's Shoot hits Slaver for 15 cold damage.
Enthralled slave uses Maim.
Skirsh is grappled!
Enthralled slave is engaged in a grapple!
Enthralled slave hits Skirsh for 64 physical damage.
Burning from Slaver hits Skirsh for 15 fire damage.
Grappled from Enthralled slave hits Skirsh for 43 physical damage.
You are unable to move!
You are unable to move!
You are unable to move!
Skirsh shoots!
Enthralled slave is weakened by the darkness!
Grappling hits Skirsh for 10 physical, 1 physical, 2 physical, 2 physical (14 total damage).
Skirsh's Shoot hits Enthralled slave for 56 physical, 4 mind, 14 cold, 13 cold (87 total damage).
Skirsh's Shoot hits Slaver for 13 cold damage.
Slaver casts Lightning.
Slaver casts Manathrust.
Slaver casts Lightning.
Grappling hits Skirsh for 10 physical damage.
Slaver hits Skirsh for 34 lightning damage.
Slaver hits Enthralled slave for (13 flat reduction), 37 lightning (37 total damage).
Slaver hits Slaver for 50 lightning damage.
Slaver hits Enthralled slave for 50 lightning damage.
Slaver hits Skirsh for 54 lightning damage.
Slaver hits Enthralled slave for 80 lightning damage.
Slaver hits Enthralled slave for 65 arcane damage.
Slaver hits Skirsh for 56 arcane damage.
Skirsh the level 13 thalore archer was bolted to death by a slaver on level 1 of Ring of Blood.









































































