Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 21 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Poravea the skeleton warrior at level 20 on the 6th Dusk 123rd year of Ascendancy at 18:39 / 2Killed by Mayoseth the cave bear at level 21 on the 21st Dusk 123rd year of Ascendancy at 18:26 |
Primary Stats
| Strength | 60 (base 27) |
| Dexterity | 44 (base 37) |
| Constitution | 54 (base 19) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 11) |
| Cunning | 42 (base 31) |
Resources
| Life | -93/651 |
| Stamina | 184/190 |
| Healing Factor | 1 |
| Regeneration | 71.583064273551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Barehand
| Damage | 75 |
| Accuracy | 58 |
| Crit Chance | 46% |
| APR | 35 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 2.7777777777778 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 46 (64.2%) |
| Defense | 41.832345347532 |
| Ranged Defense | 41.832345347532 |
| Fatigue | 13 |
| Physical Save | 45.633333333333 |
| Spell Save | 46 |
| Mental Save | 42.8 |
Defense: Resistances
| All | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 48% |
| Stun Resistance | 25% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 27% |
Inscriptions (4/4)
| 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 magical or physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| 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 321 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Finishing moves | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 63.52 life per turn. Regeneration |
| detrimental effect | The target can't think straight, causing their actions to fail. Concussion |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
| detrimental effect | Scoured by natural acid, reducing their offensive power ratings by 20%. Scoured |
| beneficial effect | The target's combat attack and crit chance are improved by 45 and 23%, respectively. Perfect control |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 56. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Arthydunadunasus (0 def, 3 armour) Arthydunadunasus (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% lightning / +7% temporal / +6% darkness / +3% light Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) A pair of boots made of leather. |
| On hands | Venomblur (0 def, 11 armour) Venomblur (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +9 Physical power: +9 (+2 eff.) Armour: +11 Damage (Melee): 12 physical Damage when hit (Melee): 16 nature Changes stats: +1 Wil Changes resistances: +15% blight Changes resistances penetration: +5% nature Changes damage: +7% physical Physical save: +10 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +28% Light radius: +1 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +26 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * Slows global speed by 17% * 15% chance to corrode armour Burst (radius 1) on hit: +8 nature / +10 physical Burst (radius 2) on crit: +12 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Betyminor the dwarven-steel pickaxe (dig speed 30 turns) Betyminor the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +1 Dex Changes resistances: +3% temporal Spell save: +9 (+3 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's steel ring of tenacity sneakthief's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Cun / +5 Dex Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +27% Maximum life: +22.00 Rings can have magical properties. |
| On fingers | gladiator's steel ring of perseverance gladiator's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +5 Con Stun/Freeze immunity: +25% Life regen: +0.90 Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| Main armor | reinforced leather armour 'Cobrabiter' (13 def, 12 armour) reinforced leather armour 'Cobrabiter' (13 def, 12 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +12 Defense: +13 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 7 light Changes stats: +1 Str / +3 Wil / +3 Cun / +3 Con Changes resistances: +10% blight / +15% darkness Changes resistances penetration: +5% nature Critical mult.: +15.00% Mental save: +15 (+5 eff.) Light radius: +2 Infravision radius: +1 A suit of armour made of leather. |
| Light source | bright brass lantern of the zealot bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+2 eff.) Light radius: +4 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. |
| Cloak | Amolathadur (2 def, 6 armour) Amolathadur (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +1 Dex / +3 Wil Changes resistances: +12% cold Changes resistances penetration: +5% arcane Changes damage: +3% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Cyridana CyridanaInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Effects on melee hit: * 10 arcane resource burn * 15% chance to corrode armour Changes resistances: +7% lightning / +6% temporal / +9% blight / +10% fire / +5% arcane / +7% cold Changes resistances penetration: +10% acid Physical save: +15 (+5 eff.) A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. Arozilafang the Sparkpython (25-30 power, 5 apr, blight element)Arozilafang the Sparkpython (25-30 power, 5 apr, blight element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +9.0% Changes stats: +2 Dex Changes resistances penetration: +10% lightning Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Loruhad (2 def, 0 armour)Loruhad (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects when hit in melee: * Slows global speed by 6% * 3 arcane resource burn Damage when hit (Melee): 4 acid Changes resistances penetration: +10% mind Changes damage: +6% mind Mental save: +25 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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, costing 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 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), costing 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. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By kraM the Cornac Brawler level 12
38th Dusk 122nd year of Ascendancy at 00:27 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By kraM the Cornac Brawler level 15
7th Haze 122nd year of Ascendancy at 10:30 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By kraM the Cornac Brawler level 18
79th Regrowth 123rd year of Ascendancy at 20:32 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By kraM the Cornac Brawler level 17
25th Haze 122nd year of Ascendancy at 19:59 see stats
Level 10 (Roguelike)
Got a character to level 10.By kraM the Cornac Brawler level 10
6th Mirth 122nd year of Ascendancy at 06:21 see stats
Level 20 (Roguelike)
Got a character to level 20.By kraM the Cornac Brawler level 20
1st Flare 123rd year of Ascendancy at 06:37 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By kraM the Cornac Brawler level 18
18th Regrowth 123rd year of Ascendancy at 09:04 see stats
The Arena (Roguelike)
Unlocked Arena mode.By kraM the Cornac Brawler level 10
7th Dusk 122nd year of Ascendancy at 22:20 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By kraM the Cornac Brawler level 20
1st Flare 123rd year of Ascendancy at 16:05 see stats
The secret city (Roguelike)
Discovered the truth about mages.By kraM the Cornac Brawler level 18
5th Allure 123rd year of Ascendancy at 09:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By kraM the Cornac Brawler level 20
6th Dusk 123rd year of Ascendancy at 03:37 see stats
Unstoppable (Roguelike)
Returned from the dead.By kraM the Cornac Brawler level 20
6th Dusk 123rd year of Ascendancy at 18:40 see stats
Log
kraM hits Brown bear for 7 nature, 12 physical, 14 physical (32 total damage).
kraM hits Silywe the war bear for (14 resist armour), 143 physical, , (slow 17%), , 0 arcane, (5 resist armour), 0 mind, (14 resist armour), 0 physical, (7 resist armour), 0 nature, (12 resist armour), 0 physical, (14 resist armour), 0 physical (143 total damage).
kraM hits Mayoseth the cave bear for 2 nature, 3 physical, 4 physical (9 total damage).
Mayoseth the cave bear uses Oozebeam.
Mayoseth the cave bear's mind surges with critical power!
KraM is recovering from the damage!
KraM slows down.
Mayoseth the cave bear hits kraM for 236 nature damage.
kraM receives 23 healing.
KraM uses Infusion: Regeneration.
KraM starts regenerating health quickly.
Mayoseth the cave bear feels pain again.
Silywe the war bear raises their leg and snaps it downward in a devastating axe kick.
KraM's brain isn't quite working right!
Silywe the war bear hits kraM for 26 physical, 4 darkness, , 0 arcane (30 total damage).
kraM hits Silywe the war bear for (6 resist armour), 0 light, (13 resist armour), 0 nature (0 total damage).
Mayoseth the cave bear uses Acidbeam.
KraM is disarmed!
Mayoseth the cave bear hits kraM for 149 acid damage.
kraM receives 23 healing.
KraM fails to use Axe Kick.
Silywe the war bear hits kraM for 18 physical, 4 darkness, , 0 arcane (22 total damage).
kraM hits Silywe the war bear for (6 resist armour), 0 light, (13 resist armour), 0 nature (0 total damage).
Brown bear misses kraM.
kraM receives 23 healing.
Mayoseth the cave bear uses Reclaim.
Mayoseth the cave bear's mind surges with critical power!
Saving game...
