





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 | Writhing One |
| Level / Exp | 2 / 33% |
| Size | big |
| Lifes / Deaths | Killed by plasmic disruptor at level 2 on the 75th Pyre 122nd year of Ascendancy at 21:45 / 1 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 12 (base 10) |
| Constitution | 14 (base 14) |
| Magic | 20 (base 18) |
| Willpower | 8 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -28/144 |
| Insanity | 4/100 |
| Healing Factor | 1.0326086956522 |
| Regeneration | 0.25815217391304 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 17.649482394541 |
| See Invisible | 17.649482394541 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 21 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 5.5 (43.636363636364%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 12 |
| Physical Save | 10 |
| Spell Save | 9 |
| Mental Save | 7 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
Class Talents
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is poisoned, taking 10.94 nature damage per turn. Deadly Poison |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
Quests
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have to destroy the Worm's neural spine. | active |
Equipment
| Main armor | iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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 main hand | iron longsword (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Inventory
wild infusion (resist 12%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
flaming iron battleaxe (16.5-24.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 16.5 - 24.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed battleaxes. |
mossy mindstar of the jelly (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) Dmg.mod +2% acid ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
arcing iron waraxe of phasing (10.5-14.7 power, 8 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +8 Crit +3.5% Atk.spd 100% Phasing +10% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+2 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ran for 2 turns (stop reason: taken damage).
Nargash deactivates Chaos Orbs.
Something hits Nargash for (7 absorbed), 0 acid (0 total damage).
Nargash speeds up.
Something hits Nargash for (7 absorbed), 0 acid (0 total damage).
Something hits Nargash for (10 absorbed), 0 acid (0 total damage).
Something performs a melee critical strike against Nargash!
Ran for 2 turns (stop reason: taken damage).
Nargash is dazed!
Something hits Nargash for (28 absorbed), 0 physical, (10 absorbed), 0 physical, (5 absorbed), 0 mind (0 total damage).
Nargash is not dazed anymore.
Something hits Nargash for (11 absorbed), 0 acid (0 total damage).
Nargash is not stunned anymore.
Talent Teleport: Kroshkkur is ready to use.
Talent Carrion Feet is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Diseased Tongue is ready to use.
Your shield crumbles under the damage!
The shield around Nargash crumbles.
Nargash is poisoned!
Something hits Nargash for (2 absorbed), 28 physical, 16 physical, 5 mind (49 total damage).
Nargash casts Rune: Phase Door.
Nargash is out of phase.
Nargash calms down.
Deadly Poison from Eloramira the protoplasmic controller hits Nargash for 10 nature damage.
Ran for 2 turns (stop reason: taken damage).
Saving game...


























































