









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | 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:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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:
  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Thalore | 
| Class | Necromancer | 
| Level / Exp | 11 / 78% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 41 (base 36) | 
| Dexterity | 39 (base 36) | 
| Constitution | 37 (base 36) | 
| Magic | 34 (base 36) | 
| Willpower | 37 (base 36) | 
| Cunning | 39 (base 36) | 
Resources
| Life | 2801/3329 | 
| Mana | 205/205 | 
| Soul | 20/20 | 
| Healing Factor | 1.295652173913 | 
| Regeneration | 1.2308695652174 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +15% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 9 | 
| See Stealth | 76.781043553125 | 
| See Invisible | 75.781043553125 | 
Offense: Mainhand
| Damage | 19 | 
| Accuracy | 26 | 
| Crit Chance | 17% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 30 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 35 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +27% | 
| Cold | +10% | 
| Darkness | +10% | 
Offense: Damage Penetration
| Acid | +30% | 
| Fire | +5% | 
| Cold | +8% | 
Defense: Base
| Armour (hardiness) | 1 (30%) | 
| Defense | 23 | 
| Ranged Defense | 24 | 
| Fatigue | 0 | 
| Physical Save | 42 | 
| Spell Save | 33 | 
| Mental Save | 40 | 
Defense: Resistances
| Lightning | + 12%( 70%) | 
| Cold | + 27%( 70%) | 
| Blight | + 3%( 70%) | 
| Acid | + 27%( 70%) | 
| Fire | + 12%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Knockback Resistance | 5% | 
Inscriptions (3/5)
| 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.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Spell / Animus | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Spell / Nightfall | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Spell / Shades | 1.50 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Necrotic minions | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Spell / Grave | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Spell / Advanced necrotic minions | 1.50 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Necrosis | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Celestial / Chants | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Race / Thalore | 1.20 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Divination | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
Effects
| talent | Will o' the Wisp | 
| talent | Blurred Mortality | 
| talent | Necrotic Aura | 
| talent | Chant of Resistance | 
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! | 
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80).  | done | 
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy  | active | 
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 | 
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 must explore the Heart of the Gloom.  | 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 avoidance. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.'  | 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
| On feet |  traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) A pair of boots made of leather.  | 
| Light source |  bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Light radius: +4 See stealth: +7 See invisible: +6 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 |  clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Mental save: +5 (+1 eff.) A pointy cloth hat, very wizardly...  | 
| Tool |  Kheluromirand the Glintnight [power 10]  (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% blight Physical save: +6 (+2 eff.) It can be used to reveal the area around you, dispelling darkness (radius 10, power 55 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  Lisessra the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% acid Changes resistances penetration: +20% acid Changes damage: +6% acid Maximum encumbrance: +21 Rings can have magical properties.  | 
| Around waist |  rough leather belt 'Blazekill'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Life regen: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Healing mod.: +10% A belt that goes around your waist.  | 
| In main hand |  elm vilestaff 'Glyvea' (100% power, 2 apr, darkness element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Str Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +3 (+1 eff.) Knockback immunity: +5% Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +1 Staves designed for wielders of magic, by the greats of the art.  | 
| Main armor |  Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
| Cloak |  Smolderbrawn (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 acid Changes resistances: +9% acid Changes resistances penetration: +10% acid / +5% fire Changes damage: +21% acid Maximum life: +30.00 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 OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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
 healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 Stormlash (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.67 to 50.00 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.  | 
 Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.  | 
 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (2/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 117 power out of 325/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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.  | 
 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Reetea the Thalore Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 03:48 see stats
			That was close (Madness (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Reetea the Thalore Necromancer level 3
74th Pyre 122nd year of Ascendancy at 12:16 see stats
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By Reetea the Thalore Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 03:59 see stats
Log
Reetea casts Invoke Darkness.
Reetea rips more animus from its victim. (+1 more soul)
Reetea hits Large white snake for 162 darkness damage.
Reetea killed Large white snake!
Talent Invoke Darkness is ready to use.
You are yanked out of this place!
Ran for 24 turns (stop reason: dialog is displayed).
You gain 0.69 gold from the transmogrification of miner's iron pickaxe (dig speed 27 turns).
You gain 2.36 gold from the transmogrification of iron shield of radiance (4 def, 2 armour, 20 block).
You gain 0.85 gold from the transmogrification of prismatic rough leather armour (1 def, 2 armour).
You gain 10.99 gold from the transmogrification of iron gauntlets 'Glittermarrow' (0 def, 1 armour).
You gain 7.96 gold from the transmogrification of undeterred pair of iron boots of evasion (12 def, 3 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 2.41 gold from the transmogrification of cruel elm magestaff (100% power, 2 apr, lightning element).
You gain 0.90 gold from the transmogrification of fungal rough leather sling.
You gain 14.11 gold from the transmogrification of Bethinne the Glitterspitter (104% power, 2 apr).
You gain 1.25 gold from the transmogrification of regeneration infusion of the duelist (heal 217 over 5 turns).
Saving done.
There is a Ruins of Kor'Pul 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 done.
Saving done.
Saving game...
Reetea deactivates Chant of Resistance.
Reetea deactivates Blurred Mortality.
Reetea deactivates Necrotic Aura.
Reetea deactivates Will o' the Wisp.





































































