







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| 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:
 Items Vault 1.5.0Donators/Buyers bonus! Tirakai's Maul Fix 1.2.5NO LONGER NEEDS TO BE USED. Do not use if you are running 1.3 or higher. Fixed Tirakai's Maul pre 1.3 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:
 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Writhing One | 
| Level / Exp | 8 / 55% | 
| Size | medium | 
| Lifes / Deaths | Killed by Bill the Stone Troll at level 8 on the 2nd Mirth 122nd year of Ascendancy at 08:26/ 1 | 
Primary Stats
| Strength | 18 (base 18) | 
| Dexterity | 12 (base 10) | 
| Constitution | 16 (base 13) | 
| Magic | 34 (base 32) | 
| Willpower | 10 (base 10) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -21/245 | 
| Insanity | 96/100 | 
| Healing Factor | 1.0483870967742 | 
| Regeneration | 0.26209677419355 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +11.093867610317% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 20 | 
| Accuracy | 29 | 
| Crit Chance | 5% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 11 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +25% | 
| Arcane | +24% | 
| All | +21% | 
Offense: Damage Penetration
| Nature | +25% | 
Defense: Base
| Armour (hardiness) | 10 (30%) | 
| Defense | 12 | 
| Ranged Defense | 12 | 
| Fatigue | 4 | 
| Physical Save | 12 | 
| Spell Save | 16 | 
| Mental Save | 7 | 
Defense: Resistances
| Nature | + 3%( 70%) | 
| Acid | + 5%( 70%) | 
| Physical | + 15%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 15 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: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 15 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. | 
Class Talents
| Demented / Horrific body | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Slow death | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Disfigured face | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
| talent | Chaos Orbs | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns).Infusion Saturation | 
| detrimental effect | All damage done by the target will also hurt it for 16%.Martyrdom | 
| beneficial effect | 7 stacks, +21% to all damage dealt.Chaos Orbs | 
Quests
| You failed to protect the lost anorithil from death by fire drake hatchling.Escort: lost anorithil (level 2 of Trollmire) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire.Escort: lost tinker (level 3 of Trollmire) | 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 treasure It looks extremely dangerous, however - beware. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It 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 arenaThe agent of the arena | done | 
Equipment
| Tool |  Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. | 
| Main armor |  Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+5 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 39.52 physical damage, inflicting bleeding for another 19.76 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. | 
| On hands |  corrosive iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes stats: +2 Mag Changes resistances: +5% acid Changes damage: +4% acid / +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. | 
| Light source |  Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 85.97 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.97 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
| On head |  rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. | 
| In main hand |  Breezetrencher (17.5-24.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +3% nature Changes resistances penetration: +25% nature One-handed war axes. | 
Inventory
|  This item will automatically be transmogrified when you leave the level. hateful iron battleaxe of massacre (21-31.5 power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living Massive two-handed battleaxes. | 
|  Stormlash (17-18.7 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 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 16.54 to 49.61 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. | 
|  Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+10 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. | 
|  grounding rough leather cap of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +5% lightning / +6% temporal A cap made of leather. | 
|  2 agate 0.00 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. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. | 
|  Scrying Orb Powered 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, costing 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 Chest Powered 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. | 
|  ametrine 0.00 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. | 
|  citrine 0.00 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. | 
|  zircon 0.00 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
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Toppa Tengen Going Tongue the Cornac Writhing One level 6
77th Pyre 122nd year of Ascendancy at 08:26 see stats
Log
Bill the Stone Troll hits Toppa Tengen Going Tongue for 7 darkness, 0 acid (8 total damage).
Stone troll hits Toppa Tengen Going Tongue for 3 darkness, 0 acid, 2 physical, 1 nature, 1 acid (7 total damage).
Toppa Tengen Going Tongue damages himself through Martyrdom!
Dissolved Face from Toppa Tengen Going Tongue hits Bill the Stone Troll for 23 darkness, 14 blight (37 total damage).
Weakness Disease from Toppa Tengen Going Tongue hits Bill the Stone Troll for 14 blight damage.
Bill the Stone Troll hits Toppa Tengen Going Tongue for 1 blight, 2 darkness, 1 blight (5 total damage).
Bill the Stone Troll is no longer covered in gore.
Bill the Stone Troll is free from the weakness disease.
Toppa Tengen Going Tongue is no longer influenced by martyrdom.
Toppa Tengen Going Tongue stops regenerating health quickly.
Bill the Stone Troll casts Healing Light.
Bill the Stone Troll receives 106 healing.
Toppa Tengen Going Tongue feels pain again.
Bill the Stone Troll is free from the tendril.
Bill the Stone Troll casts Wave of Power.
Bill the Stone Troll misses Toppa Tengen Going Tongue.
Bill the Stone Trollstrikes twice with Wave of Power!
Toppa Tengen Going Tongue is a martyr.
Stone troll is free from the tendril.
Weapon of Wrath hits Toppa Tengen Going Tongue for 64 fire damage.
Bill the Stone Troll hits Toppa Tengen Going Tongue for 71 physical, 11 light (81 total damage).
Talent Lash Out is ready to use.
Talent Decayed Bloated Horror is ready to use.
Bill the Stone Troll casts Sun Ray.
Saving game...











































