
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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! 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 10 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 10 on the 5th Mirth 122nd year of Ascendancy at 21:38 2 / 2Killed by worm that walks at level 10 on the 5th Mirth 122nd year of Ascendancy at 22:25 |
Primary Stats
| Strength | 35 (base 23) |
| Dexterity | 25 (base 22) |
| Constitution | 21 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 28 (base 22) |
Resources
| Life | 320/320 |
| Stamina | 156/156 |
| Healing Factor | 1.094804467222 |
| Regeneration | 3.5581145184716 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
Offense: Barehand
| Damage | 38 |
| Accuracy | 34 |
| Crit Chance | 11% |
| APR | 11 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Mind | +12% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 9 |
| Physical Save | 23 |
| Spell Save | 21 |
| Mental Save | 16 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Nature | + 10%( 70%) |
| Temporal | + 5%( 70%) |
| Blight | + 11%( 70%) |
| Darkness | + 10%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
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: 13 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 Strength stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Countering melee attacks: Has a 37% chance to get an automatic counter attack when avoiding a melee attack. (1.4 counters remaining) Counter Attacking |
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
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
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +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. |
| On feet | grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around waist | rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
| Main armor | radiant rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +11% blight +10% darkness Life +21.00 other ------- Light +1 A suit of armour made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
| Light source | 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. |
| On head | Hurugarain (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +2 Cun offense ------ Physical Power +5 (+1 eff.) Damage +6% acid +12% mind Ignore Armor +4 defense ------ Armor +1 Fatigue +1% A cap made of leather. |
| Cloak | thick linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
clarifying copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
acidic steel greatmaul of daylight (26-38 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 25.5 - 38.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +7 light Damage Against +10% Undead On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
flaming steel longsword of vileness (16-23 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 blight On-Hit, radius 1 +6 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 Sharp, long, and deadly. |
steel longsword (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Life +23.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
potent yew magestaff of fate (22-26 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +11 (+10 eff.) Damage +22% lightning defense ------ Physical save +5 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning +6% temporal A pair of boots made of leather. |
sand dwarven-steel gauntlets (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 physical Damage +5% physical defense ------ Armor +9 Fatigue +3% Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +7 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
insulating iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
impenetrable iron mail armour of lightning resistance (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% lightning A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% cold A suit of armour made of mail. |
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. |
ash totem of stinging [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 178 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
Log
Worm that walks misses Brawly.
Brawly throws Worm that walks to the ground!
Brawly hits Worm that walks for 18 physical, 17 physical (35 total damage).
Worm that walks slows down.
Brawly's Slime Spit hits Worm that walks for 63 nature damage.
Worm Rot from Worm that walks hits Brawly for (11 flat reduction), 25 blight, (11 flat reduction), 22 acid (47 total damage).
Brawly performs a melee critical strike against Worm that walks!
Brawly hits Worm that walks for 22 physical damage.
Talent Double Strike is ready to use.
Worm Rot from Worm that walks hits Brawly for (11 flat reduction), 25 blight, (11 flat reduction), 22 acid (47 total damage).
Worm that walks casts Drain.
Worm that walks hits Brawly for (11 flat reduction), 153 blight (153 total damage).
Brawly the level 10 cornac brawler was plagued to death by a worm that walks on level 1 of Old Forest.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Worm that walks killed Brawly!
Saving game...
Talent Uppercut is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Spinning Backhand is ready to use.
Talent Vitality is ready to use.
Talent Infusion: Healing is ready to use.
Saving done.
Talent Combination Kick is ready to use.
Talent Striking Stance is ready to use.








































































