












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Better Item Description 1.7.2This 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 1.7.2Quality 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 1.7.0Official 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 | Arena |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Writhing One |
Level / Exp | 47 / 43% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 131 (base 60) |
Dexterity | 24 (base 26) |
Constitution | 40 (base 24) |
Magic | 61 (base 60) |
Willpower | 22 (base 10) |
Cunning | 38 (base 30) |
Resources
Life | 1360/1360 |
Insanity | 0/100 |
Healing Factor | 1.3922297605397 |
Regeneration | 8.7014360033732 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 1 |
Infravision | 8 |
See Stealth | 33.415410021227 |
See Invisible | 33.415410021227 |
Offense: Mainhand
Damage | 208 |
Accuracy | 57 |
Crit Chance | 18% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Darkness | +35% |
Light | +16% |
Temporal | +7% |
Blight | +18% |
Physical | +25% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Physical | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 71 (100%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 49 |
Mental Save | 20 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 58%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 61%( 70%) |
All | + 32%( 70%) |
Lightning | + 38%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 42%( 70%) |
Darkness | + 46%( 70%) |
Fire | + 49%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Disarm Resistance | 48% |
Pinning Resistance | 31% |
Knockback Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 39% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 74 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. |
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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 20%, your defense is increased by 20 and all your resistances by 20%. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 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. |
On head | ![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% light +7% temporal +6% darkness +10% physical ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +27.00 Disarm- +34% Pinning- +31% Knockbk- +29% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Resists +8% lightning +9% temporal Phys.save +5 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Random Unique] Master Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +6% blight +9% darkness Res.pen +5% blight +8% physical ----- def ----- Resists +6% blight Disarm- +14% Sharp, long, and deadly. |
On hands | ![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 nature Dmg.mod +6% nature Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +7% nature 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. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+10 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+5 eff.) Spell.save +25 (+9 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Cloak | ![]() 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Resists +19% nature +17% blight HP.reg +6.00 Heal.mod +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 9 light 9 darkness Dmg.mod +9% light +8% darkness On Melee Ret: * 9% chance to reduce damage dealt by 17% * 9% chance to blind Amulets make your neck look great! |
Inventory
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 31.5 - 47.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +17 temporal While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +13 (+6 eff.) Resists +12% temporal Disarm- +31% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +28 Crit +10.0% Atk.spd 100% Phasing +18% While equipped: dps ---------- Res.pen +13% physical Acc +18 (+5 eff.) Apr +11 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +13 (+2 eff.) Res.pen +13% physical ----- def ----- Disarm- +24% Sharp, short and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 81 temporal damage and slows enemies in radius 6 of the target by 91% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 9 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 5.0 T3 staff 2H weapon [Ego+] Nature Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +1.00 Heal.mod +19% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +2 Str +4 Cun +6 Con ----- def ----- Armour +5 Phys.save +23 (+8 eff.) Mind.save +18 (+9 eff.) Rush: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 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. A pair of boots made of leather. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +6% temporal +7% light +6% fire +7% nature +6% acid +6% blight +7% cold +7% darkness A pointy cloth hat, very wizardly... |
![]() 9.0 T4 light armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +12 Defense +24 (+10 eff.) Fatigue +8% Resists +10% light +13% darkness Mind.save +14 (+7 eff.) A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+4 eff.) Rng.Def +12 (+6 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+7 eff.) Rng.Def +15 (+7 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 270 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 371 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
By Jau Ne Pertriukas the Higher Writhing One level 26
76th Pyre 122nd year of Ascendancy at 00:21 see stats
By Jau Ne Pertriukas the Higher Writhing One level 41
78th Pyre 122nd year of Ascendancy at 23:55 see stats
By Jau Ne Pertriukas the Higher Writhing One level 37
78th Pyre 122nd year of Ascendancy at 00:51 see stats
By Jau Ne Pertriukas the Higher Writhing One level 10
74th Pyre 122nd year of Ascendancy at 22:21 see stats
By Jau Ne Pertriukas the Higher Writhing One level 20
75th Pyre 122nd year of Ascendancy at 14:49 see stats
By Jau Ne Pertriukas the Higher Writhing One level 30
76th Pyre 122nd year of Ascendancy at 19:11 see stats
By Jau Ne Pertriukas the Higher Writhing One level 40
78th Pyre 122nd year of Ascendancy at 16:05 see stats
By Jau Ne Pertriukas the Higher Writhing One level 47
1st Mirth 122nd year of Ascendancy at 03:32 see stats
By Jau Ne Pertriukas the Higher Writhing One level 34
77th Pyre 122nd year of Ascendancy at 08:48 see stats
By Jau Ne Pertriukas the Higher Writhing One level 25
76th Pyre 122nd year of Ascendancy at 00:21 see stats
By Jau Ne Pertriukas the Higher Writhing One level 29
76th Pyre 122nd year of Ascendancy at 15:55 see stats
Log
Worm that walks (servant of Jau Ne Pertriukas) stops regenerating health quickly.
Talent Decayed Bloated Horror is ready to use.
Worm that walks (servant of Jau Ne Pertriukas) uses Infusion: Regeneration.
Worm that walks (servant of Jau Ne Pertriukas) starts regenerating health quickly.
Talent Overgrowth is ready to use.
Talent Foul Convergence is ready to use.
Worm that walks (servant of Jau Ne Pertriukas) stops regenerating health quickly.
Talent Wrath of the Highborn is ready to use.
Rested for 36 turns (stop reason: all resources and life at maximum).
New shimmer option unlocked: Unbreakable Greaves
Jau Ne Pertriukas wears (replacing wanderer's pair of drakeskin leather boots of rushing (0 def, 5 armour)): Unbreakable Greaves (8 def, 20 armour).
Jau Ne Pertriukas casts Carrion Feet.
You can only gain insanity in combat!
Jau Ne Pertriukas casts Tendrils Eruption.
Jau Ne Pertriukas casts Lash Out.
Talent Carrion Feet is ready to use.
Jau Ne Pertriukas uses Track.
Resting starts...
Talent Lash Out is ready to use.
Talent Tendrils Eruption is ready to use.
Talent Track is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.