










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Cultist of Entropy |
| Level / Exp | 19 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinussra the gigantic sandworm tunneler at level 18 on the 32nd Dusk 122nd year of Ascendancy at 06:59 / 2Killed by Blood Master at level 19 on the 65th Haze 122nd year of Ascendancy at 18:37 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 50 (base 39) |
| Magic | 62 (base 47) |
| Willpower | 15 (base 10) |
| Cunning | 13 (base 13) |
Resources
| Life | -251/504 |
| Insanity | 28/100 |
| Healing Factor | 1.3286847857242 |
| Regeneration | 2.9895407678794 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 13 |
| Crit Chance | 6% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Acid | +15% |
| Light | +25% |
| Temporal | +5% |
| Darkness | +8% |
| Arcane | +10% |
| Lightning | +27% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Light | +15% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 16.213075449774 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 35 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 25%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 32%( 70%) |
| Physical | + 18%( 70%) |
| Mind | + 29%( 70%) |
| Darkness | + 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
| Disarm Resistance | 43% |
| Poison Resistance | 10% |
| Blind Resistance | 29% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
| 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 magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 589% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Nether | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Revelation |
| beneficial effect | Increases spell critical chance by 2%. At 5 stacks, next Nether spell is empowered. 1 Halo of Ruin |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Veluwen the deformed poison ivy. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
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 have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * '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 snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Thunderpulverizer the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +4 Wil dps ---------- Dmg.mod +18% lightning ----- def ----- Armour +1 Resists +6% blight ---------- misc Infravis +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Zorion the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +1% physical Die.at -80.00 life HP.reg +2.00 Heal.mod +5% Poison- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zyhell the Shockquarry (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +3% darkness +9% lightning Res.pen +10% cold ----- def ----- Defense +2 (+1 eff.) Resists +22% acid +9% cold +15% lightning A pointy cloth hat, very wizardly... |
| Tool | 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. |
| On fingers | wizard's steel ring of aether (+10%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
| Around waist | rough leather belt 'Boltpython'1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +30 (+13 eff.) Resists +3% lightning +3% mind +3% acid Stealth +5 Max.HP +40.00 A belt that goes around your waist. |
| In main hand | Horegonik the Dazzlewisp (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +22.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light Res.pen +15% light +15% mind ---------- misc Mana/turn +0.20 Equi/ret +0.04 Psi/ret +0.04 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +10 (+5 eff.) Spell.save +12 (+5 eff.) Mind.save +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Delostir the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +11 Con dps ---------- Apr +2 ----- def ----- Defense +2 (+1 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's copper amulet of manastreaming0.1 T1 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) S.pwr/crit +3 Dmg.mod +5% darkness +5% temporal +5% light +5% physical ---------- misc Mana/turn +0.15 Max.mana +26.00 Amulets make your neck look great! |
Inventory
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Obsidianspire the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Mag +7 Wil dps ---------- Dmg.mod +41% lightning +15% physical +6% darkness +19% cold +20% mind ----- def ----- Resists +47% lightning +6% blight +12% cold +23% mind +15% all Max.HP +40.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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 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. |
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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Vodain the Higher Cultist of Entropy level 10
7th Mirth 122nd year of Ascendancy at 21:00 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Vodain the Higher Cultist of Entropy level 19
14th Haze 122nd year of Ascendancy at 22:45 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Vodain the Higher Cultist of Entropy level 19
64th Haze 122nd year of Ascendancy at 19:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Vodain the Higher Cultist of Entropy level 5
77th Pyre 122nd year of Ascendancy at 17:06 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Vodain the Higher Cultist of Entropy level 19
65th Haze 122nd year of Ascendancy at 06:54 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vodain the Higher Cultist of Entropy level 16
19th Dusk 122nd year of Ascendancy at 05:38 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Vodain the Higher Cultist of Entropy level 18
32nd Dusk 122nd year of Ascendancy at 07:00 see stats
Log
Vodain speeds up.
Blood Master's Beyond the Flesh hits Vodain for (31 to entropy), (37 absorbed), 0 physical, (16 absorbed), 0 physical, (12 absorbed), 0 lightning (0 total damage).
Your shield crumbles under the damage!
The shield around Vodain crumbles.
Blood Master hits Vodain for (61 absorbed), 24 physical, 16 physical, 12 lightning (51 total damage).
Vodain receives 4 healing from Prophecy of Ruin from Vodain.
Rift Cutter hits Blood Master for (29 to psi shield), 44 temporal (44 total damage).
Vodain casts Spatial Distortion.
Select a teleport location...
Vodain's spell attains critical power!
Vodain is surging arcane power.
The spell fizzles on Blood Master!
Prophecy of Ruin from Vodain hits Vodain for 8 healing, 15 healing, 4 healing (0 total damage) [27 healing].
Prophecy of Ruin from Vodain hits Blood Master for 48 darkness damage.
Vodain hits Blood Master for (67 to psi shield), 101 temporal, 188 darkness (288 total damage).
Vodain loses 20 health to the entropy.
Talent Netherblast is ready to use.
Blood Master's Beyond the Flesh hits Vodain for 90 physical, 16 physical, 12 lightning (118 total damage).
Blood Master uses Kinetic Leech.
Vodain slows down.
Vodain uses Infusion: Movement.
Vodain is moving at extreme speed!
Vodain loses 20 health to the entropy.
Talent Rift Cutter is ready to use.
Blood Master's Beyond the Flesh hits Vodain for 90 physical, 16 physical, 12 lightning (117 total damage).
Blood Master uses Telekinetic Smash.
Blood Master hits Vodain for 106 physical, 16 physical, 12 lightning, 181 physical (314 total damage).
Vodain the level 19 higher cultist of entropy was smashed to death by Blood Master on level 3 of Ring of Blood.



































































