












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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.
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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 20 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Negaba the half formed drem at level 20 on the 51st Dusk 122nd year of Ascendancy at 16:21 / 1 |
Primary Stats
| Strength | 50 (base 35) |
| Dexterity | 22 (base 10) |
| Constitution | 33 (base 14) |
| Magic | 60 (base 48) |
| Willpower | 27 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | -23/542 |
| Mana | 149/342 |
| Insanity | 43/100 |
| Positive | 87/107 |
| Healing Factor | 1.6389294477288 |
| Regeneration | 1.8847688648881 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.441686460958% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
| See Stealth | 44.429186789964 |
| See Invisible | 44.429186789964 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 49 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Blight | +18% |
| Arcane | +6% |
| Cold | +16% |
| All | 0% |
| Darkness | +18% |
| Light | +10% |
| Physical | +10% |
| Fire | +5% |
| Lightning | +5% |
Offense: Damage Penetration
| Arcane | +15% |
| Light | +15% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 31.551211628464 (73.607947236566%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 26 |
| Physical Save | 42 |
| Spell Save | 42 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 42%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 23%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 283 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 692% 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 / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 have explored the Old Forest and vanquished Shardskin. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 19. | active |
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. | 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 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 |
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 | Glitterrain the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +9% temporal +6% darkness +9% fire +5% arcane ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of elm arrows of paradox (16/16, 14-20 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 16 Ranged+ +9 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | soothing yew wand of shielding [power 260] (10/15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Shinefiend the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +5 Wil +5 Cun dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Res.pen +5% light ----- def ----- Resists +9% light Phys.save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | wizard's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Spell.save +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | Ulfyrion the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) ----- def ----- Phys.save +3 (+1 eff.) HP.reg +0.90 Heal.mod +11% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
| In main hand | dwarven-steel mace 'Ce'Nawen' (36-50 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +8 Con dps ---------- Res.pen +15% mind ----- def ----- Resists +6% acid ---------- misc Light +2 Blunt and deadly. |
| On hands | Dayrip the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +3 Dex +6 Cun dps ---------- Res.pen +10% light Melee Ret 6 light ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) ---------- misc Infravis +3 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+4 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | Earifang (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +4 Dex +7 Mag +5 Wil +3 Con ----- def ----- Defense +2 (+2 eff.) Spell.save +8 (+3 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ulugrim the Pyreobsidian0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +4% acid +5% lightning +5% cold +6% arcane +5% fire Res.pen +15% arcane Melee Ret 6 fire ----- def ----- Resists +13% lightning +3% fire Phys.save +11 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+6 eff.) Stun/Frz- +20% Amulets make your neck look great! |
Inventory
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Glaciercast the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +12% cold Res.pen +25% arcane Melee Ret 4 arcane 6 cold ----- def ----- Resists +6% cold Mind.save +9 (+5 eff.) ---------- misc Light +3 A belt that goes around your waist. |
120 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Kazrim the Cornac Writhing One level 20
51st Dusk 122nd year of Ascendancy at 09:16 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kazrim the Cornac Writhing One level 20
9th Dusk 122nd year of Ascendancy at 03:44 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kazrim the Cornac Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 05:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Kazrim the Cornac Writhing One level 20
9th Dusk 122nd year of Ascendancy at 02:10 see stats
Myths of an age past (Nightmare (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Kazrim the Cornac Writhing One level 20
50th Dusk 122nd year of Ascendancy at 09:58 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Kazrim the Cornac Writhing One level 20
19th Dusk 122nd year of Ascendancy at 16:00 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Kazrim the Cornac Writhing One level 20
50th Dusk 122nd year of Ascendancy at 18:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kazrim the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 05:05 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kazrim the Cornac Writhing One level 12
8th Mirth 122nd year of Ascendancy at 15:13 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kazrim the Cornac Writhing One level 17
4th Dusk 122nd year of Ascendancy at 22:03 see stats
Log
Something hits Kazrim for 32 light damage.
Something hits Kazrim for 22 fire damage.
Something hits Kazrim for 22 fire damage.
Bleeding from Emelobrema the half formed drem hits Kazrim for 9 physical damage.
Crippling Poison from Arenor the half formed drem hits Kazrim for 11 nature damage.
Kazrim resists the teleport!
Something hits Kazrim for 39 temporal, 32 physical (71 total damage).
Something hits Kazrim for 26 light damage.
Kazrim hits Something for 13 light, 14 light (27 total damage).
Kazrim hits Something for 57 physical, 0 arcane, 14 light, 90 darkness, 0 arcane, 14 light (175 total damage).
Something hits Kazrim for 13 physical damage.
Something hits Kazrim for 22 fire damage.
Something hits Kazrim for 17 light damage.
Something hits Kazrim for 46 temporal damage.
Kazrim shrinks back.
The protective shield of Kazrim disappears.
Bleeding from Emelobrema the half formed drem hits Kazrim for 9 physical damage.
Crippling Poison from Arenor the half formed drem hits Kazrim for 11 nature damage.
Kazrim casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Kazrim looks a little pale around the edges.
Kazrim has been yanked back to the tether!
Something hits Kazrim for 37 temporal, 37 physical, 37 temporal, 37 physical (148 total damage).
Kazrim misses Something.
Kazrim misses Something.
Kazrim misses Something.
Something hits Kazrim for 75 darkness damage.
Kazrim the level 20 cornac writhing one was darkened to death by Ce'Negaba the half formed drem on level 2 of Dremshor Tunnels.








































































