








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:
Items Vault 1.7.6Donators/Buyers bonus! 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.
Possessor Bonus Class 1.7.4Donators/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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 8 / 42% |
| Size | big |
| Lifes / Deaths | Killed by Gloryriawe the cave bear at level 8 on the 28th Voratun 122nd year of Ascendancy at 20:37 / 1 |
Primary Stats
| Strength | 39 (base 30) |
| Dexterity | 9 (base 10) |
| Constitution | 19 (base 14) |
| Magic | 8 (base 10) |
| Willpower | 20 (base 19) |
| Cunning | 11 (base 10) |
Resources
| Life | -2/283 |
| Hate | 80/100 |
| Healing Factor | 1.2393648089478 |
| Regeneration | 4.0279356290804 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 20 |
| Crit Chance | 3% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11.522593642275 (62.32946707186%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 12 |
| Physical Save | 20 |
| Spell Save | 15 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 10%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 5%( 70%) |
| Temporal | + 5%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| 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: 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
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
| On feet | [vs. grounding pair of rough leather boots (0 def, 1 armour) (On feet)]grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes resistances: +6%(-) lightning / +5%(-) temporal A pair of boots made of leather. |
| On hands | [vs. naturalist's rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]naturalist's rough leather gloves of strength (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 5(-) nature Changes stats: +3(-) Str Changes resistances: +6%(-) nature Changes damage: +3%(-) nature 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. |
| Tool | [vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)]elm totem of thorny skin [power 15] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| Around neck | [vs. insulating copper amulet (Around neck)]insulating copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12%(-) fire / +10%(-) cold Amulets make your neck look great! |
| Main armor | [vs. Iron Mail of Bloodletting (Misfortune) (2 def, 4 armour) (Main armor)]Iron Mail of Bloodletting (Misfortune) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Technique / Bloodthirst Life regen: +3.00 (-) Healing mod.: +30% (-) Curse of Misfortune Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| In main hand | [vs. iron greatsword of massacre (Corpses) (24-38 power, 1 apr) (In main hand)]iron greatsword of massacre (Corpses) (24-38 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) Curse of Corpses Massive two-handed swords. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| Cloak | [vs. linen cloak of Eldoral (Misfortune) (1 def, 0 armour) (Cloak)]linen cloak of Eldoral (Misfortune) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Cun / +1(-) Dex Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | [vs. nightruned rough leather belt of the giants (Around waist)]nightruned rough leather belt of the giants Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) (-) Changes resistances: +5%(-) light / +5%(-) darkness Spell save: +6 (+6 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
Inventory
[vs. iron greatsword of massacre (Corpses) (24-38 power, 1 apr) (In main hand)]iron battleaxe (Misfortune) (12-18 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0(-11.5 - -19.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) Curse of Misfortune Massive two-handed battleaxes. |
[vs. iron greatsword of massacre (Corpses) (24-38 power, 1 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. thought-forged iron greatmaul (Nightmares) (18-27 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0(-5.5 - -10.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 14% chance to reduce all saves and defense by 15 Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Curse of Nightmares Massive two-handed mauls. |
[vs. iron greatsword of massacre (Corpses) (24-38 power, 1 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. elm starstaff (Corpses) (10-12 power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-13.5 - -25.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (+1) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
[vs. iron greatsword of massacre (Corpses) (24-38 power, 1 apr) (In main hand)]Skullcleaver (Nightmares) (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0(-3.5 - -9.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (+3) Crit. chance: +12.0% (+9.5%) Attack speed: 100% (-) Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Nightmares 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. |
This item will automatically be transmogrified when you leave the level.Kibers (Madness) (11 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+11 eff.) Changes resistances: +3% acid / +15% fire Changes damage: +10% fire Pinning immunity: +20% Healing mod.: +5% Curse of Madness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.iron helm (Corpses) (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reinforced iron shield (Shrouds) (0 def, 3 armour, 8-10 power, 44.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +44 When wielded/worn: Armour: +3 Fatigue: +8% Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (1/1)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 Activation costs 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 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) Activation costs 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. |
[vs. elm totem of thorny skin [power 15] (20 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. elm totem of stinging [power 122] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Lazknad the Dwarf Cursed level 6
19th Voratun 122nd year of Ascendancy at 06:12 see stats
Log
Areth the black bear uses Blinding Powder.
Lazknad seems more focused.
Areth the black bear hits Lazknad for damage.
Burning from Gloryriawe the cave bear hits Lazknad for 2 fire damage.
Bleeding from Gloryriawe the cave bear hits Lazknad for 2 physical damage.
Gloryriawe the cave bear uses Stun.
Gloryriawe the cave bear hits Lazknad for 10 physical, 2 darkness, 5 fire, 10 physical, 2 darkness, 3 nature, 5 fire (37 total damage).
Infusion: Regeneration is still on cooldown for 1 turns.
Lazknad uses Infusion: Wild.
Lazknad is not stunned anymore.
Lazknad is cured!
Lazknad lessens the pain.
Lazknad hits Gloryriawe the cave bear for 43 physical, 3 nature (46 total damage).
Lazknad is suffering less.
Talent Infusion: Regeneration is ready to use.
Talent Dominate is ready to use.
Burning from Gloryriawe the cave bear hits Lazknad for 3 fire damage.
Bleeding from Gloryriawe the cave bear hits Lazknad for 3 physical damage.
Areth the black bear is confused and fails to use Attack.
Gloryriawe the cave bear hits Lazknad for 15 physical, 2 darkness, 4 fire, 12 physical, 2 darkness, 3 nature, 4 fire (42 total damage).
Lazknad uses Infusion: Regeneration.
Lazknad starts regenerating health quickly.
Talent Frenzy is ready to use.
Burning from Gloryriawe the cave bear hits Lazknad for 5 fire damage.
Bleeding from Gloryriawe the cave bear hits Lazknad for 5 physical damage.
Areth the black bear hits Lazknad for 24 physical, 3 nature (27 total damage).
Gloryriawe the cave bear hits Lazknad for 15 physical, 2 darkness, 4 fire, 11 physical, 2 darkness, 3 nature (36 total damage).
Lazknad the level 8 dwarf cursed was naturalised to death by Gloryriawe the cave bear on level 1 of Norgos Lair.

































































