










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 | Nightmare Roguelike | 
| Sex | Male | 
| Race | Ogre | 
| Class | Cursed | 
| Level / Exp | 5 / 77% | 
| Size | big | 
| Lifes / Deaths | Killed by Emiba the stone troll at level 5 on the 5th Mirth 122nd year of Ascendancy at 07:56/ 1 | 
Primary Stats
| Strength | 25 (base 20) | 
| Dexterity | 9 (base 10) | 
| Constitution | 10 (base 10) | 
| Magic | 12 (base 10) | 
| Willpower | 24 (base 24) | 
| Cunning | 16 (base 10) | 
Resources
| Life | -3/181 | 
| Hate | 59/100 | 
| Healing Factor | 0.77801689809167 | 
| Regeneration | 0.19450422452292 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 34 | 
| Accuracy | 28 | 
| Crit Chance | 6% | 
| APR | 1 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 24.317011280365 (72.903125182002%) | 
| Defense | 2 | 
| Ranged Defense | 2 | 
| Fatigue | 19 | 
| Physical Save | 12 | 
| Spell Save | 12 | 
| Mental Save | 19 | 
Defense: Resistances
| Nature | + 10%( 70%) | 
| Cold | + 10%( 70%) | 
| Fire | + 16%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 18% | 
| Confusion Resistance | 38% | 
| Fear Resistance | 18% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 18% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use 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 100 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use 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: 1.0Rune: Blink Use mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. | 
Class Talents
| Cursed / Gloom | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Predator | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Strife | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Slaughter | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Endless hunt | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cursed / Cursed aura | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Cursed form | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
Quests
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active | 
Equipment
| On feet |  pair of iron boots of tirelessness (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| On hands |  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
| On head |  iron helm of strength (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  supercharged iron torque of gale force [power 130]  (20 cooldown) 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 130 physical damage Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  copper ring of clarity 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! | 
| Main armor |  iron mail armour of fire resistance (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. | 
| In main hand |  iron battleaxe (Corpses) (111% power, 1 apr) 3.0 T1 battleaxe 2H weapon [Normal] Power 111% 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% Curse of Corpses Massive two-handed battleaxes. | 
| Cloak |  thick linen cloak (1 def, 6 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Light source |  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. | 
Inventory
|  regeneration infusion of the duelist (heal 148; 16 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the wizard (res 18%; physical; dur 4; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  elm longbow of lightning (Nightmares) 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 lightning While equipped: dps ---------- Dmg.mod +12% lightning Curse of Nightmares Longbows are used to shoot arrows at your foes. | 
|  elm magestaff 'Fuligrim' (Shrouds) (100% power, 2 apr, lightning element) 5.0 T1 staff 2H weapon [Rare] Nature 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 +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% lightning +3% mind Res.pen +10% mind ----- def ----- Defense +6 (+6 eff.) Resists +6% lightning +3% blight ---------- misc Light +2 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 51.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  arcing iron waraxe (Shrouds) (104% power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 105% 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: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Shrouds One-handed war axes. | 
|  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  corrosive rough leather gloves of strength (+3) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 5 acid Dmg.mod +3% acid ----- def ----- Armour +1 Resists +5% acid 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 mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. | 
|  Vileraze the iron shield (0 def, 2 armour, 97% power, 20 block) 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 97% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Hit.r1 +11 fire On Crit.r2 +12 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +2 Fatigue +8% Resists +6% nature ---------- misc Talents +1 Block Handheld deflection devices. | 
|  iron shield (0 def, 2 armour, 96% power, 18.5 block) 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  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. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Scrying Orb 1.0 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 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. | 
|  iron torque of gale force [power 100]  (15 cooldown) 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  soothing elm wand of clairvoyance [power 9]  (15 cooldown) 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  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. | 
|  2 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. | 
|  2 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
Log
Emiba the stone troll shoves Wolf aside.
Stone troll overcomes the gloom
Midge swarm overcomes the gloom
Bleeding from Emelaith the wolf hits Dilbert for 4 physical damage.
Great wolf hits Dilbert for 2 physical damage.
Midge swarm hits Dilbert for 0 physical damage.
Dilbert uses Harass Prey.
Great wolf has been harassed.
Great wolf's Howl is disrupted!
Great wolf is no longer being stalked by Dilbert.
Dilbert hits Great wolf for 22 physical, 25 physical (47 total damage).
Emelaith the wolf hits Dilbert for 11 physical, 2 nature, 2 fire, 6 physical, 2 fire (22 total damage).
Dilbert killed Great wolf!
Midge swarm misses Dilbert.
Emelaith the wolf is no longer dominated.
Emiba the stone troll shoves Midge swarm aside.
Dilbert receives 9 healing from Unnatural Body.
Bleeding from Emelaith the wolf hits Dilbert for 5 physical damage.
Midge swarm hits Dilbert for 1 physical damage.
Emelaith the wolf hits Dilbert for 5 physical, 2 nature, 2 fire, 6 physical, 2 fire (16 total damage).
Dilbert hits Emelaith the wolf for 42 physical damage.
Wolf hits Dilbert for 2 physical damage.
Midge swarm hits Dilbert for 1 physical damage.
Emiba the stone troll uses Knockback.
Dilbert resists the knockback!
Emiba the stone troll hits Dilbert for 9 physical, 7 darkness, 5 physical (21 total damage).
Emelaith the wolf hits Dilbert for 10 physical, 2 nature, 2 fire, 3 physical, 2 fire (18 total damage).
Dilbert the level 5 ogre cursed was pierced to death by Emiba the stone troll on level 1 of Trollmire.











































