Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 | 
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official 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 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Doomed | 
| Level / Exp | 8 / 94% | 
| Size | medium | 
| Lifes / Deaths | Killed by arcane blade at level 8 on the 6th Flare 122nd year of Ascendancy at 01:43/ 1 | 
Primary Stats
| Strength | 16 (base 16) | 
| Dexterity | 16 (base 10) | 
| Constitution | 10 (base 10) | 
| Magic | 19 (base 10) | 
| Willpower | 25.602615582627 (base 21) | 
| Cunning | 31.068410388418 (base 26) | 
Resources
| Life | -1/214 | 
| Hate | 100/100 | 
| Equilibrium | 18 | 
| Healing Factor | 1.13 | 
| Regeneration | 13.8425 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
Offense: Mainhand
| Damage | 15 | 
| Accuracy | 26 | 
| Crit Chance | 9% | 
| APR | 16 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 15 | 
| Accuracy | 26 | 
| Crit Chance | 9% | 
| APR | 16 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 27.5 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28.243007920021 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 7 (30%) | 
| Defense | 7.1 | 
| Ranged Defense | 16.1 | 
| Fatigue | 4 | 
| Physical Save | 15.1 | 
| Spell Save | 15.610915453919 | 
| Mental Save | 19.834859089866 | 
Defense: Immunities
| Silence Resistance | 33% | 
| Confusion Resistance | 73% | 
| Fear Resistance | 37% | 
| Stun Resistance | 87% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 37% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 13 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: 11 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. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 367% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. | 
Class Talents
| Cursed / Darkness | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Shadows | 1.50 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cursed / Punishments | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Force of will | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cursed / Cursed form | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Mindstar mastery | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Gestures | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Dark sustenance | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Call Shadows | 
| talent | Gesture of Pain | 
| talent | Psiblades | 
| detrimental effect | The target is on fire, taking 26.98 fire damage per turn.Burning | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn.Regeneration | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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 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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | active | 
Equipment
| On feet | Yvynn (3 def, 5 armour)Yvynn (3 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+3 eff.) Ranged Defense: +9 (+6 eff.) Fatigue: +4% Changes stats: +8 Mag Changes damage: +7% acid / +9% arcane / +8% blight Disease immunity: +35% Silence immunity: +33% Confusion immunity: +36% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spellpower: +16 (+8 eff.) Damage Shield penetration: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| On hands | naturalist's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)naturalist's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Damage (Melee): 8 nature Changes stats: +3 Dex Changes resistances: +7% nature Changes damage: +5% nature Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool | Rod of AsphyxiationRod of Asphyxiation Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. | 
| Light source | brass lantern 'Ulolathahir'brass lantern 'Ulolathahir' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag Physical save: +6 (+5 eff.) Maximum mana: +60.00 Light radius: +2 Healing mod.: +13% 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. | 
| Around waist | Runyyon the rough leather beltRunyyon the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +10% arcane / +5% blight Reduced damage from: +15% Summoned A belt that goes around your waist. | 
| In main hand | mossy mindstar 'Pitchwarden' (77% power, 16 apr, nature damage)mossy mindstar 'Pitchwarden' (77% power, 16 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 77% Range: 1.1x Uses stats: 46% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +16 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +3 Cun / +5 Wil Changes resistances: +4% physical Changes resistances penetration: +4% physical Changes damage: +4% physical Psi when hit: +0.04 Mindpower: +3 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Main armor | linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| In off hand | mossy mindstar (77% power, 16 apr, mind damage)mossy mindstar (77% power, 16 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 46% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +16 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +3 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Cloak | resilient cashmere cloak of Eldoral (2 def, 0 armour)resilient cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Cun / +3 Dex Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck | steel amulet 'Cyrywe'steel amulet 'Cyrywe' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical / +3% nature / +3% darkness Disease immunity: +15% Stamina each turn: +0.20 Amulets can have magical properties. | 
Inventory
| Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+12 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
| 150 alchemist agate150 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Transmogrification ChestTransmogrification 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. | 
Achievements
 The secret city (Madness (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Madness (Roguelike) difficulty)
			Discovered the truth about mages.By DoomNurge the Cornac Doomed level 8
1st Summertide 122nd year of Ascendancy at 01:02 see stats
Log
DoomNurge uses Reproach.
DoomNurge hits Arcane blade for 59 mind damage.
Shadow casts Shadow Lightning.
Shadow hits Arcane blade for 85 lightning damage.
Burning from Arcane blade hits DoomNurge for 12 fire damage.
Arcane blade hits Shadow for 54 physical damage.
Shadow casts Blindside.
Shadow hits Arcane blade for 19 physical damage.
Shadow hits Arcane blade for 19 physical damage.
Burning from Arcane blade hits DoomNurge for 12 fire damage.
Arcane blade casts Flame.
Arcane blade's spell attains critical power!
Your hatred grows even as your life fades! (+11 hate)
Arcane blade's Flame hits DoomNurge for 54 fire damage.
Shadow uses Dominate.
Arcane blade shrugs off the effect 'Dominated'!
Shadow hits Arcane blade for 19 physical damage.
Shadow hits Arcane blade for 8 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Burning from Arcane blade hits DoomNurge for 27 fire damage.
Shadow casts Fade.
Shadow fades!
Something hits Shadow for 0 physical damage.
Shadow hits Something for 8 physical damage.
Shadow hits Something for 8 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
