












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! 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.
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:
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! 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 12 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 12 on the 14th Iron 123rd year of Ascendancy at 05:00 / 1 |
Primary Stats
| Strength | 40 (base 27) |
| Dexterity | 15 (base 12) |
| Constitution | 49 (base 36) |
| Magic | 9 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -84/556 |
| Stamina | 106/146 |
| Healing Factor | 1.3832873839944 |
| Regeneration | 13.481729743148 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 23 |
| Crit Chance | 12% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Nature | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Temporal | +5% |
| Cold | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 19 |
| Physical Save | 25 |
| Spell Save | 17 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 13%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 26%( 70%) |
| Cold | + 29%( 70%) |
| Blight | + 15%( 70%) |
| Acid | + 27%( 70%) |
| Fire | + 18%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease 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 / Shield offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 have explored the Maze and vanquished the Minotaur. * 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Radhihell (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Defense +15 (+7 eff.) Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Glarejustice'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% blight Mind.save +9 (+5 eff.) ---------- misc Stam/turn +1.00 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 | rough leather cap 'Flashkin' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +15% blight ----- def ----- Armour +1 Fatigue +1% Resists +3% light +3% blight A cap made of leather. |
| On hands | storm iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | soothing elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 106 Armor: 1 All Resist: 1 Puts all charms on 25 cooldown 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Loruhek'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +5 (+3 eff.) Resists +3% acid +3% nature Spell.save +9 (+6 eff.) Mind.save +4 (+2 eff.) Die.at -80.00 life Rings make your fingers look great! |
| On fingers | steel ring 'Scumjeer'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +16 (+5 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +3% nature Apr +2 On Hit (Melee): * 10% chance to slow global speed by 39% ---------- misc Hate/m.crit +3.00 Max.hate +4.00 Rings make your fingers look great! |
| Around neck | Frigidgasher the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +1 Cun +3 Con dps ---------- Res.pen +5% nature +5% cold Melee Ret 6 cold ----- def ----- Resists +6% cold Amulets make your neck look great! |
| In main hand | Gothra (22-30 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Str +1 Mag +4 Cun dps ---------- Phys.crit +6.0% Blunt and deadly. |
| Around waist | blurring rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +5 HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
| In off hand | warded steel shield of shrapnel (0 def, 4 armour, 14-17 power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% ---------- misc Wards +4 lightning +3 temporal +4 darkness +4 fire +4 nature +3 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Smolderbliss' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Apr +4 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% fire +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mayeyada (16 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +5% temporal ----- def ----- Armour +4 Defense +16 (+7 eff.) Fatigue +7% Resists +16% acid +3% cold +15% light Blind- +10% A suit of armour made of leather. |
Inventory
Obsidianwinter (22-34 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +20 darkness On Hit: * 20% chance to reduce damage dealt by 12% While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 12% ---------- misc Light +1 Massive two-handed battleaxes. |
Elenoledir the steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Power 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage While equipped: ----- def ----- Armour +4 Resists +5% arcane +3% light Heal.mod +5% Silence- +20% Stun/Frz- +10% Sharp, short and deadly. |
arcing steel greatmaul of paradox (30-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage While equipped: ----- def ----- Resists +9% temporal Massive two-handed mauls. |
steel greatmaul 'Porybrenne' (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Against +10% Unnatural On Hit: * 10% chance to slow global speed by 39% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ---------- misc Max.psi +30.00 Massive two-handed mauls. |
acidic steel waraxe of paradox (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 temporal On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: ----- def ----- Resists +9% temporal One-handed war axes. |
mindwoven woollen robe of the mountain (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +11% physical ----- def ----- Resists +9% all +11% physical Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gorevein the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% nature Acc +6 (+3 eff.) Melee Ret 4 acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +12% lightning +6% cold Phys.save +7 (+4 eff.) Mind.save +5 (+3 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quiver of ash arrows (21/21, 19-27 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Arrows are used with bows to pierce your foes to death. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
innervating ash wand of shielding [power 176] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aeducan the Dwarf Bulwark level 9
37th Dearth 122nd year of Ascendancy at 12:29 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Aeducan the Dwarf Bulwark level 10
3rd Iron 123rd year of Ascendancy at 17:39 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Aeducan the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 05:56 see stats
Log
Aeducan uses Infusion: Healing.
A carrion worm mass bursts out of Aeducan!
Aeducan is free from the worm rot.
Worm that walks hits Aeducan for 98 blight damage.
Aeducan receives 69 healing from Infusion: Healing.
Aeducan uses Infusion: Regeneration.
Aeducan starts regenerating health quickly.
Worm that walks casts Epidemic.
Aeducan is afflicted by an epidemic!
Worm that walks misses Aeducan.
Melee retaliation hits Worm that walks for 5 cold damage.
Worm that walks hits Aeducan for 10 blight, 5 mind, 6 nature, 18 blight (38 total damage).
Worm that walks receives 8 healing from Ruin.
Epidemic from Worm that walks hits Aeducan for 49 blight damage.
Carrion worm mass hits Aeducan for 8 physical damage.
Melee retaliation hits Carrion worm mass for 6 cold damage.
Aeducan uses Shield Pummel.
Aeducan performs a melee critical strike against Carrion worm mass!
Carrion worm mass is stunned!
Aeducan hits Carrion worm mass for 51 physical, 9 lightning, 40 physical, 9 lightning (108 total damage).
Worm that walks casts Virulent Strike.
Worm that walks misses Aeducan.
Worm that walks performs a melee critical strike against Aeducan!
Aeducan's is vulnerable to attacks and effects!
Worm that walks performs a melee critical strike against Aeducan!
Melee retaliation hits Worm that walks for 5 cold, 5 cold, 5 cold (14 total damage).
Worm that walks hits Aeducan for 14 physical, 5 temporal, 18 blight, 15 blight, 5 mind, 6 nature, 19 blight, 8 blight (89 total damage).
Ruin hits Worm that walks for 8 healing, 8 healing (0 total damage) [16 healing].
Aeducan the level 12 dwarf bulwark was debilitated by noxious blight before falling to death by a worm that walks on level 3 of Old Forest.

































































