








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Better Item Description 1.5.10This 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 Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
 Additional Randart Properties 1.5.10 Forbidden Cults 1.5.9Official 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 | Nightmare Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Brawler | 
| Level / Exp | 12 / 71% | 
| Size | medium | 
| Lifes / Deaths | Killed by Uskom the dwarf at level 8 on the 9th Flare 122nd year of Ascendancy at 20:35 3 / 1 | 
Primary Stats
| Strength | 32 (base 13) | 
| Dexterity | 41 (base 34) | 
| Constitution | 39 (base 10) | 
| Magic | 14 (base 10) | 
| Willpower | 17 (base 10) | 
| Cunning | 40 (base 28) | 
Resources
| Life | 404/404 | 
| Stamina | 150/150 | 
| Healing Factor | 1.3081339712919 | 
| Regeneration | 0.32703349282297 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| ESP Range | 10 | 
| ESP Kinds | demon/minor, demon/major | 
Offense: Barehand
| Damage | 65 | 
| Accuracy | 47 | 
| Crit Chance | 18% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 7 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +4% | 
| Light | +11% | 
| All | +1% | 
Offense: Damage Penetration
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 8 (59.121405750799%) | 
| Defense | 40 | 
| Ranged Defense | 40 | 
| Fatigue | 0 | 
| Physical Save | 28 | 
| Spell Save | 25 | 
| Mental Save | 20 | 
Defense: Resistances
| Cold | + 10%( 70%) | 
| Light | + 33%( 70%) | 
| Fire | + 10%( 70%) | 
| All | + 4%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Poison Resistance | 30% | 
| Bleed Resistance | 5% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns.  | 
| 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 and cleanse 1 wound and 1 poison effect.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Pugilism | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat veteran | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Finishing moves | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Tactical | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Unarmed discipline | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Striking Stance | 
Quests
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.  | 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 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 | 
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 Possessed.  | 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 | 
Equipment
| On feet |  Chargenigh the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee+ 12 light 8 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Light +3 A pair of boots made of leather.  | 
| On hands |  scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) On Melee Ret: * 19% chance to reduce effective powers by 20% * 16 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Hit: * 15% chance to reduce effective powers by 20% * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm.  | 
| On head |  Glariavea (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +6 Con dps ---------- Dmg.mod +1% all Apr +6 ----- def ----- Armour +4 Fatigue +4% Spell.save +9 (+5 eff.) ---------- misc Light +1 Telepathy Demon/Minor Demon/Major A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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.  | 
| On fingers |  titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties.  | 
| On fingers |  Shadenail0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 4 nature 12 darkness Res.pen +10% nature On Hit (Melee): * 15% chance to inflict 15% damage reduction ---------- misc Max.P.En +15.00 Max.N.En +15.00 Rings can have magical properties.  | 
| Around neck |  copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties.  | 
| Main armor |  Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 38.12 to 114.35 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck.  | 
| Light source |  Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| Cloak |  linen cloak 'Korydil' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +2 Cun dps ---------- S.pwr/crit +10 ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +1.00 Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around waist |  rough leather belt 'Xuta'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Spell.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Hardiness +5% Phys.save +5 (+2 eff.) Cut- +5% A belt that goes around your waist.  | 
Inventory
 starlit copper amulet of mastery (0.10 Technique / Combat techniques)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% light +11% darkness Blind- +21% ---------- misc Masteries +0.10 Technique/Combat techniques Amulets can have magical properties.  | 
 Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson.  | 
 cured leather armour 'Ravenspawner' (2 def, 6 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Melee+ 4 light Res.pen +5% darkness +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +7% Resists +7% acid +5% cold Stealth +10 ---------- misc Breathe water A suit of armour made of leather.  | 
 regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather.  | 
 pair of rough leather boots 'Torysus' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +2% all ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold ---------- misc Telepathy Demon/Minor Demon/Major A pair of boots made of leather.  | 
 bladed rough leather cap of strength (+5) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +5 Str dps ---------- Melee Ret 5 physical ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 92.6 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather.  | 
 miner's rough leather cap of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather.  | 
 5 agate0.0 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.  | 
 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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.  | 
 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 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.  | 
 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 57 alchemist agate0.0 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.  | 
 Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts.  | 
 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Sies the Cornac Brawler level 10
4th Dusk 122nd year of Ascendancy at 02:57 see stats
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Sies the Cornac Brawler level 8
7th Mirth 122nd year of Ascendancy at 23:29 see stats
Log
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
You gain 0.05 gold from the transmogrification of elm totem of cure ailments [power 1]  (10 cooldown).
You gain 0.65 gold from the transmogrification of pair of rough leather boots of uncanny dodging (2 def, 1 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 8.76 gold from the transmogrification of Ce'Nobeth.
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 2.12 gold from the transmogrification of ranger's rough leather sling of power.
You gain 1.00 gold from the transmogrification of Serpent's Glare (7-7.7 power, 15 apr, nature damage).
You gain 0.25 gold from the transmogrification of iron dagger (9.5-12.35 power, 5 apr).
You gain 0.25 gold from the transmogrification of iron dagger (9.5-12.35 power, 5 apr).
You gain 3.04 gold from the transmogrification of manaburning iron greatsword of massacre (25.5-40.8 power, 1 apr).
You gain 1.11 gold from the transmogrification of flaming iron greatsword (15.5-24.8 power, 1 apr).
You gain 2.22 gold from the transmogrification of thought-forged iron greatmaul (18.5-27.75 power, 1 apr).
You gain 1.26 gold from the transmogrification of arcing iron greatmaul of massacre (26.5-39.75 power, 1 apr).
You gain 3.71 gold from the transmogrification of surging elm vilestaff of illumination (10-12 power, 2 apr, acid element).
You gain 9.92 gold from the transmogrification of Mardadunagorn the Brandjam (10-12 power, 2 apr, cold element).
You gain 0.05 gold from the transmogrification of copper ring.
There is a Stairway into the Rhaloren Camp 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.
Sies deactivates Striking Stance.













































































