








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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. 
 
 
 
 
 
 
 
 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! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Improved player targetting 1.2.0Player's targetting improvements. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Yeek | 
| Class | Oozemancer | 
| Level / Exp | 12 / 80% | 
| Size | small | 
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 10th Dusk 122nd year of Ascendancy at 18:29/ 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 7 (base 10) | 
| Dexterity | 11 (base 10) | 
| Constitution | 8 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 52 (base 37) | 
| Cunning | 36 (base 28) | 
Resources
| Life | -7/209 | 
| Equilibrium | 56 | 
| Healing Factor | 1.1295910630513 | 
| Regeneration | 0.28239776576283 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 5 | 
| See Stealth | 28.894014938291 | 
| See Invisible | 28.894014938291 | 
Offense: Mainhand
| Damage | 24 | 
| Accuracy | 33 | 
| Crit Chance | 11% | 
| APR | 18 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 24 | 
| Accuracy | 33 | 
| Crit Chance | 11% | 
| APR | 18 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 5 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 44 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +3% | 
| Light | +3% | 
| Fire | +20% | 
| Mind | +6% | 
| Nature | +4% | 
Offense: Damage Penetration
| Fire | +10% | 
Defense: Base
| Armour (hardiness) | 3 (30%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 0 | 
| Physical Save | 5 | 
| Spell Save | 22 | 
| Mental Save | 25 | 
Defense: Resistances
| Darkness | + 10%( 70%) | 
| Nature | + 26%( 70%) | 
| Temporal | + 18%( 70%) | 
| Blight | + 28%( 70%) | 
| Fire | + 33%( 70%) | 
| Cold | + 26%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Knockback Resistance | 21% | 
| Pinning Resistance | 23% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 55% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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: 1.0Infusion: Wild 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 cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use 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 instantly heal yourself for 79 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use 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 400% 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. | 
Class Talents
| Wild-gift / Moss | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Slime | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Ooze | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Mucus | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Yeek | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You have been tasked to remove at least one of the threats to the yeeks.Following The Way Protect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 | 
| You must find a way to Maj'Eyal through the tunnel to the north of the island.Light at the end of the tunnel | 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
| On feet |  pair of rough leather boots 'Hellsreek' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind Res.pen +5% fire ----- def ----- Armour +1 ---------- misc Max.psi +20.00 Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
| Light source |  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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 |  Abyssbutcher the linen wizard hat (21 def, 2 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +5% fire ----- def ----- Armour +2 Defense +21 (+10 eff.) Resists +16% fire Confus- +20% A pointy cloth hat, very wizardly... | 
| Tool |  iron torque of mindblast 'Glaremight' [power 100]  (4/13 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Dmg.mod +3% light ---------- misc Light +3 Infravis +1 Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. | 
| Around waist |  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. | 
| In main hand |  nature's vined mindstar of resolve (83% power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% nature ----- def ----- Resists +3% blight Spell.save +3 (+1 eff.) Disease- +12% ---------- misc Talents +1 Attune Mindstar 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) 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| In off hand |  vined mindstar of disruption (81% power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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 |  Infernospire (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +9% fire Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Haredil the Torchfear 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +3% fire +12% temporal Pinning- +23% Knockbk- +21% ---------- misc Max.psi +20.00 Amulets make your neck look great! | 
Inventory
|  mossy mindstar (72% power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Normal] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. | 
|  mossy mindstar (75% power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. | 
|  nature's mossy mindstar (72% power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Ego] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar 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. | 
|  grounding pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. | 
|  grounding rough leather cap of dexterity (+2) (0 def, 1 armour) 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal A cap made of leather. | 
|  prismatic rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +10% light +10% darkness A cap made of leather. | 
|  agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. | 
|  opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Demonic Soul 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Betalaith 2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% mind Res.pen +10% mind ---------- misc Light +5 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. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 2.0 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. | 
|  The Jolt 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. | 
|  quick iron torque of mindblast [power 95]  (4/11 cooldown) 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 101 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  2 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Ikala the Yeek Oozemancer level 10
10th Mirth 122nd year of Ascendancy at 21:44 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Ikala the Yeek Oozemancer level 9
10th Mirth 122nd year of Ascendancy at 01:09 see stats
Log
Ikala uses Infusion: Healing.
Ikala receives 89 healing from Infusion: Healing.
Ikala uses Grasping Moss.
You fail to use Mana Clash due to your equilibrium!
Talent Infusion: Regeneration is ready to use.
Bill the Stone Troll shrugs off the effect 'Slow movement'!
Bill the Stone Troll resists the pinning!
Ikala's pinning nature area effect hits Bill the Stone Troll for 10 nature damage.
Ikala shares damage with her oozes!
Bill the Stone Troll hits Ikala for 62 physical damage.
Melee retaliation hits Bill the Stone Troll for 14 acid damage.
Bill the Stone Troll is free from the slippery moss.
Bill the Stone Troll speeds up.
Bill the Stone Troll has finished recovering.
Insidious Poison from Ikala hits Bill the Stone Troll for 14 nature damage.
Talent Slime Spit is ready to use.
Bill the Stone Troll shrugs off the effect 'Slow movement'!
Bill the Stone Troll resists the pinning!
Ikala's pinning nature area effect hits Bill the Stone Troll for 10 nature damage.
Bill the Stone Troll uses Infusion: Wild.
Bill the Stone Troll lessens the pain.
Insidious Poison from Ikala hits Bill the Stone Troll for 14 nature damage.
Ikala uses Infusion: Regeneration.
Ikala starts regenerating health quickly.
Ikala is recovering from the damage!
Bill the Stone Troll hits Ikala for 155 physical damage.
Melee retaliation hits Bill the Stone Troll for 10 acid damage.
Ikala the level 12 yeek oozemancer was hacked apart to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.









































