









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| 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 1.7.6Donators/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 Possessor Bonus Class 1.7.4Donators/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:
 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. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Arcane Blade | 
| Level / Exp | 6 / 95% | 
| Size | medium | 
| Lifes / Deaths | Killed by Yviwen the giant eel at level 6 on the 7th Mirth 122nd year of Ascendancy at 01:15  / 1 | 
Primary Stats
| Strength | 26 (base 20) | 
| Dexterity | 17 (base 10) | 
| Constitution | 10 (base 10) | 
| Magic | 24 (base 24) | 
| Willpower | 10 (base 10) | 
| Cunning | 13 (base 13) | 
Resources
| Life | -9/184 | 
| Mana | 0/130 | 
| Stamina | 26/115 | 
| Healing Factor | 1.0000003099961 | 
| Regeneration | 0.25000007749904 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 1 | 
Offense: Mainhand
| Damage | 43 | 
| Accuracy | 16 | 
| Crit Chance | 1% | 
| APR | 1 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 25 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 26 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +5% | 
Defense: Base
| Armour (hardiness) | 22.413408721348 (65.897138898113%) | 
| Defense | 6 | 
| Ranged Defense | 6 | 
| Fatigue | 16 | 
| Physical Save | 21 | 
| Spell Save | 11 | 
| Mental Save | 13 | 
Defense: Resistances
| Acid | + 6%( 70%) | 
| Temporal | + 6%( 70%) | 
| Nature | + 3%( 70%) | 
| Lightning | + 9%( 70%) | 
| Cold | + 5%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Technique / Magical combat | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Enhancement | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Spell / Aegis | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Skeleton | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 1/5 | 
  | 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 failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 2 of Trollmire) | failed | 
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | done | 
Equipment
| On feet |  Healwell the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue -2% Resists +3% nature Phys.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| On hands |  steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +5 (+5 eff.) Disarm- +20% Unarmed combat: Power 101% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm.  | 
| On head |  miner's iron helm of absorption (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +0.80 Equi/ret +0.80 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Duskblight [power 105]  (15/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% blight On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +3% lightning Fire a magical bolt dealing 105 cold damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| Around waist |  Torineg the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +15 (+7 eff.) On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist.  | 
| Main armor |  steel mail armour of the deep (2 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +2 (+2 eff.) Fatigue +12% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of mail.  | 
| In main hand |  acidic iron greatmaul of massacre (133% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Massive two-handed mauls.  | 
| Cloak |  Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
| Light source |  bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- 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.  | 
Inventory
 iron battleaxe of massacre (124% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 124% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes.  | 
 flaming iron dagger of erosion (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Nature Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature On Hit.r1 +5 fire Sharp, short and deadly.  | 
 iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly.  | 
 iron greatsword (116% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 116% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords.  | 
 elm magestaff of might (100% power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+2 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 hateful iron waraxe of massacre (113% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master/Psionic Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +5% Living One-handed war axes.  | 
 iron waraxe (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes.  | 
 iron waraxe 'Noonbliss' (107% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 18 On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 While equipped: ----- def ----- Resists +3% light +15% cold ---------- misc Light +1 One-handed war axes.  | 
 Furnacewhisper the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +20% fire ----- def ----- Defense +7 (+7 eff.) Resists +9% cold Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather.  | 
 rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather.  | 
 Erodas (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +5% physical ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +16% acid Die.at -20.00 life A suit of armour made of leather.  | 
 rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather.  | 
 Glatira the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Apr +1 ----- def ----- Armour +7 Fatigue +22% Resists +17% acid Crit.chn- 15.00% ---------- misc Stam/turn +3.00 A suit of armour made of metal plates.  | 
 rejuvenating iron plate armour of fire resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% fire HP.reg +2.10 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates.  | 
 Demonic Soul0.0 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.  | 
 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.0 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 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.  | 
 cleansing elm totem of summon tentacle [power 95]  (15/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 217 Base Damage: 95 Armor: 1 All Resist: 0 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 2 citrine0.0 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.  | 
Achievements
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Mayonne the Skeleton Arcane Blade level 5
3rd Mirth 122nd year of Ascendancy at 03:42 see stats
Log
Mayonne hits Shax the Slimy for 40 physical, 6 fire (46 total damage).
Talent Phase Door is ready to use.
Yviwen the giant eel hits Mayonne for (13 absorbed), 0 physical, 0 arcane (0 total damage).
Shax the Slimy hits Mayonne for (10 absorbed), 0 physical (0 total damage).
Mayonne misses Shax the Slimy.
Shax the Slimy casts Water Bolt.
Your shield crumbles under the damage!
The shield around Mayonne crumbles.
Yviwen the giant eel hits Mayonne for (17 absorbed), 0 physical, 0 arcane (0 total damage).
Shax the Slimy hits Mayonne for (16 absorbed), 19 cold (19 total damage).
Stone troll uses Knockback.
Stone troll hits Mayonne for 15 physical damage.
Yviwen the giant eel hits Mayonne for 18 physical, 0 arcane (18 total damage).
Mayonne hits Yviwen the giant eel for 36 physical, 6 fire (43 total damage).
Shax the Slimy hits Mayonne for 12 physical damage.
Yviwen the giant eel hits Mayonne for 19 physical, 0 arcane (19 total damage).
Mayonne misses Shax the Slimy.
Shax the Slimy casts Water Bolt.
Shax the Slimy hits Mayonne for 35 cold damage.
Yviwen the giant eel hits Mayonne for 13 physical, 0 arcane (13 total damage).
Talent Chain Lightning is ready to use.
Mayonne activates her Duskblight!
Mayonne hits Shax the Slimy for 79 cold damage.
Shax the Slimy hits Mayonne for 11 physical damage.
Yviwen the giant eel hits Mayonne for 17 physical damage.
Mayonne the level 6 skeleton arcane blade was skewered to death by Yviwen the giant eel on level 3 of Trollmire.
















































































