








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| 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:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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:
  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Higher | 
| Class | Bulwark | 
| Level / Exp | 7 / 30% | 
| Size | medium | 
| Lifes / Deaths | Killed by Assassin Lord at level 7 on the 5th Mirth 122nd year of Ascendancy at 16:04  / 1 | 
Primary Stats
| Strength | 26 (base 20) | 
| Dexterity | 18 (base 17) | 
| Constitution | 23 (base 23) | 
| Magic | 11 (base 10) | 
| Willpower | 11 (base 10) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -16/296 | 
| Stamina | 54/90 | 
| Healing Factor | 1.1010362694301 | 
| Regeneration | 19.00531385747 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
Offense: Mainhand
| Damage | 35 | 
| Accuracy | 22 | 
| Crit Chance | 0% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 5.5 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 11 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 24.887142822107 (63.098591549296%) | 
| Defense | 0 | 
| Ranged Defense | 4 | 
| Fatigue | 17 | 
| Physical Save | 21 | 
| Spell Save | 7 | 
| Mental Save | 7 | 
Defense: Resistances
| Lightning | + 22%( 70%) | 
| Temporal | + 6%( 70%) | 
| Blight | + 6%( 70%) | 
| Acid | + 5%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 57% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 57% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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: RegenerationUse 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 60 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 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
| Technique / Combat techniques | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield defense | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Higher | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
Effects
| talent | Shield Wall | 
| detrimental effect | The target is poisoned, taking 41.06 nature damage per turn. 20% chance to fail talents. The source of this effect receives healing equal to 40% of the damage it deals to the target. Deadly Poison | 
| beneficial effect | Absorbs 101 damage from the next blockable attack. Blocking | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation | 
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration | 
Quests
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 | 
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 | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | active | 
Equipment
| On feet |  traveler's pair of iron boots of speed (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| On hands |  iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm.  | 
| On head |  grounding rough leather cap of strength (+3) (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: +3 Str Changes resistances: +6% lightning / +6% temporal A cap made of leather.  | 
| Tool |  elm totem of thorny skin [power 16]  (9/20 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 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power.  | 
| Around waist |  cleansing rough leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +6% blight A belt that goes around your waist.  | 
| In main hand |  hateful iron mace of massacre (17.5-24.5 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living Blunt and deadly.  | 
| Light source |  brass lantern2.00 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.  | 
| In off hand |  reinforced iron shield of lightning resistance (+16%) (4 def, 6 armour, 9.5-11.4 power, 46.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +46 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices.  | 
| Main armor |  iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail.  | 
| Around neck |  copper amulet of mastery (0.10 Technique / Warcries)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Warcries Amulets can have magical properties.  | 
Inventory
 iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly.  | 
 grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather.  | 
 cinder rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes resistances: +6% fire Changes damage: +3% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 impenetrable steel plate armour of Eyal (4 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+0 eff.) Fatigue: +22% Life regen: +1.80 Maximum life: +44.00 Healing mod.: +14% A suit of armour made of metal plates.  | 
 iron shield (4 def, 2 armour, 10.5-12.6 power, 18.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices.  | 
 agate0.00 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.  | 
 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 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, 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 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), 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.  | 
 3 ametrine0.00 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.  | 
 citrine0.00 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.  | 
 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
Log
Hotkey page 1 is now displayed.
Ra uses Infusion: Regeneration.
Ra starts regenerating health quickly.
Ra is less thorny now.
Talent Gift of the Highborn is ready to use.
Ra shrugs off the effect 'Deadly Poison'!
Assassin Lord misses Ra.
Assassin Lord hits Ra for 12 physical, 5 lightning (17 total damage).
Ra misses Assassin Lord.
Assassin Lord casts Shadow Veil.
Assassin Lord is covered in a veil of shadows!
Ra hits Assassin Lord for 25 physical, 5 darkness (30 total damage).
Assassin Lord hits Ra for 6 temporal damage.
Ra is poisoned!
Assassin Lord hits Ra for 18 darkness, 5 lightning, 8 darkness, 5 lightning, 4 temporal (40 total damage).
Deadly Poison from Assassin Lord hits Ra for 41 nature damage.
Assassin Lord receives 16 healing from Ra.
Ra shrugs off the effect 'Deadly Poison'!
Assassin Lord hits Ra for 14 darkness, 5 lightning, 7 darkness, 5 lightning, 4 temporal (34 total damage).
Talent Block is ready to use.
Deadly Poison from Assassin Lord hits Ra for 41 nature damage.
Assassin Lord receives 16 healing from Ra.
Ra uses Block.
Ra shrugs off the effect 'Deadly Poison'!
Assassin Lord hits Ra for 15 darkness, (6 blocked), 0 lightning, 8 darkness, (6 blocked), 0 lightning, 4 temporal (27 total damage).
Saving game...
























































