










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! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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 | Normal Roguelike | 
| Sex | Male | 
| Race | Ghoul | 
| Class | Archmage | 
| Level / Exp | 11 / 97% | 
| Size | medium | 
| Lifes / Deaths | Killed by giant venus flytrap at level 11 on the 28th Haze 122nd year of Ascendancy at 13:12  / 1 | 
Primary Stats
| Strength | 16 (base 10) | 
| Dexterity | 11 (base 10) | 
| Constitution | 20 (base 10) | 
| Magic | 41 (base 36) | 
| Willpower | 26 (base 25) | 
| Cunning | 18 (base 11) | 
Resources
| Life | -18/244 | 
| Mana | 57/250 | 
| Healing Factor | 1.1870588855781 | 
| Regeneration | 0.29676472139453 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| See Invisible | 2 | 
Offense: Mainhand
| Damage | 22 | 
| Accuracy | 5 | 
| Crit Chance | 4% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 38 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 26 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +20% | 
| Lightning | +10% | 
| Light | +21% | 
| Cold | +10% | 
| Blight | +10% | 
| Acid | +10% | 
| Fire | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 3 (30%) | 
| Defense | 0 | 
| Ranged Defense | 0 | 
| Fatigue | 0 | 
| Physical Save | 16 | 
| Spell Save | 32 | 
| Mental Save | 15 | 
Defense: Resistances
| Lightning | + 18%( 70%) | 
| Light | + 65%( 70%) | 
| Cold | + 27%( 70%) | 
| Darkness | + 38%( 70%) | 
| Arcane | + 14%( 70%) | 
| Fire | + 27%( 70%) | 
| All | + 9%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Silence Resistance | 20% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 20% | 
| Fear Resistance | 100% | 
| Stun Resistance | 71% | 
| Poison Resistance | 80% | 
| Blind Resistance | 25% | 
Inscriptions (3/4)
| 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: 21 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 64 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. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 1098% for 10 turns (55 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat.  | 
Class Talents
| Spell / Temporal | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Arcane | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Water | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Undead / Ghoul | 1.10 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Divination | 1.30 | 
  | 1/5 | 
  | 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.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You failed to protect the lost warrior from death by Ivaganne the wolf. Escort: lost warrior (level 2 of Daikara) | failed | 
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5.  | 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | 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 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 |  undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +21% Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather.  | 
| On hands |  Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.  | 
| On head |  Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.27 to 87.82 lightning damage (58.55 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
| Tool |  elm wand of shielding [power 116]  (11/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+4 eff.) Rings make your fingers look great!  | 
| On fingers |  mule's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +21 Rings make your fingers look great!  | 
| Around neck |  Adydhewen the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% light / +17% darkness / +10% cold / +5% arcane / +10% fire Blindness immunity: +25% Amulets make your neck look great!  | 
| In main hand |  Kor's Fall (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 120.78 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (242). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.  | 
| Main armor |  spellwoven woollen robe of darkness (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% darkness / +9% all Changes damage: +10% darkness Spell save: +21 (+9 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
| Light source |  Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
Inventory
 movement infusion of the psychic (speed 478%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 478% 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. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 mindwoven linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Mental save: +15 (+10 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 6 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.  | 
 Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 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 Activation costs 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) Activation costs 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.  | 
 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.  | 
 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
Log
John Ghoul hits Greater gwelgoroth for 0 lightning damage.
Cold drake hatchling hits John Ghoul for (12 absorbed), 23 physical (23 total damage).
Spitting spider hits John Ghoul for 21 nature damage.
John Ghoul casts Chain Lightning.
John Ghoul's spell attains critical power!
John Ghoul's spell attains critical power!
John Ghoul hits Spitting spider for 153 lightning damage.
John Ghoul hits Cold drake hatchling for 101 lightning damage.
John Ghoul hits Greater gwelgoroth for 0 lightning damage.
John Ghoul killed Spitting spider!
John Ghoul killed Cold drake hatchling!
The fabric of time around John Ghoul returns to normal.
Talent Lightning is ready to use.
Greater gwelgoroth hits John Ghoul for 11 lightning damage.
John Ghoul hits Greater gwelgoroth for 0 lightning damage.
Talent Phase Door is ready to use.
John Ghoul casts Flame.
John Ghoul hits Greater gwelgoroth for 136 fire damage.
John Ghoul killed Greater gwelgoroth!
Resting starts...
Talent Ghoulish Leap is ready to use.
Talent Flame is ready to use.
Talent Rune: Shielding is ready to use.
Talent Chain Lightning is ready to use.
Rested for 5 turns (stop reason: taken damage).
Something hits John Ghoul for 25 nature damage.
John Ghoul the level 11 ghoul archmage was treehugged to death by a giant venus flytrap on level 2 of Daikara.











































































