
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Annihilator |
Level / Exp | 7 / 17% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 31 (base 23) |
Constitution | 14 (base 11) |
Magic | 13 (base 11) |
Willpower | 18 (base 10) |
Cunning | 24 (base 24) |
Resources
Life | 179/186 |
Steam | 100/100 |
Healing Factor | 1.1772895330003 |
Regeneration | 0.29432238325009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 18 |
Accuracy | 45 |
Crit Chance | 8% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +4% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 24.522593642275 (82.32946707186%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 33 |
Physical Save | 16 |
Spell Save | 10 |
Mental Save | 25 |
Defense: Resistances
Darkness | + 5%( 70%) |
Fire | + 16%( 70%) |
Cold | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 60% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Demolition | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exoskeleton |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Escort the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire) | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed length of troll intestine. | active |
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 destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within | active |
Equipment
On feet | ![]() pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 (-) other ------- Stamina/turn +0.30 (-) Max stamina +11.00 (-) A pair of boots made of leather. |
Quiver | ![]() pouch of iron shots (20/20, 14-17 power, 1 apr) 3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Normal] Weapon Damage 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 (-) Critical Rate +4.0% (-) Capacity 20 (-) Shots are used with slings to pummel your foes to death. |
On hands | ![]() umbral dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2(-) Dex offense ------ On-Hit 7(-) darkness Damage +4%(-) darkness Accuracy +10 (+3 eff.) (-) defense ------ Armor +2 (-) Fatigue +3% (-) Resistance +5%(-) darkness Disarm Resist +60% (-) other ------- Talents +1.00(-) Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Hailfurnace the iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1(-) Str +2(-) Dex +3(-) Wil +2(-) Con defense ------ Armor +3 (-) Fatigue +5% (-) Resistance +3%(-) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Eye of the Dreaming One 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil offense ------ Mindpower +5 (+2 eff.) (-) defense ------ Mind save +10 (+5 eff.) (-) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Ce'Nawyn 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3(-) Dex +1(-) Wil offense ------ Critical power +5.00% (-) Mindpower +10 (+5 eff.) (-) Ignore resists +10%(-) mind Accuracy +6 (+2 eff.) (-) Rings make your fingers look great! |
In main hand | ![]() iron steamgun 4.0 Encumbrance T1 steamgun 1H weapon Reqs Dex 11 Shoot Steam Pool [Normal] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 (-) Attack Speed 100% (-) Range +6 (-) Projectile Speed +600% (-) Uses 2.0(-) Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
In off hand | ![]() iron shield of fire resistance (+16%) (0 def, 2 armour, 22 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training Str 11 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 (-) Fatigue +8% (-) Resistance +16%(-) fire other ------- Talents +1.00(-) Block Handheld deflection devices. |
Light source | ![]() survivor's brass lantern of clarity 2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +6 (+6 eff.) (-) Mind save +6 (+3 eff.) (-) Healmod +14% (-) other ------- Light +3 (-) See Stealth +5 (-) See Invisibility +6 (-) 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. |
Main armor | ![]() impenetrable iron mail armour (2 def, 11 armour) 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Master While equipped: defense ------ Armor +11 (-) Hardiness +20% (-) Defense +2 (+2 eff.) (-) Fatigue +17% (-) A suit of armour made of mail. |
Inventory
![]() steam generator implant (steam 4) 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22(-10) Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.5(-0.5) steam per turn. Can be activated for an instant burst of 22(-2) steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Eclipse (18-22 power, 4 apr, darkness element) 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Weapon Damage 18.0 - 21.6(+18.0 - +21.6) Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 (+1) Critical Rate +3.5% Attack Speed 100% (-) Range +0 (-6) Projectile Speed +0% (-600%) Uses 0.0(-2.0) Steam While equipped: offense ------ Spell Crit +8% Spellpower +12 (+9 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() iron shield (0 def, 2 armour, 18 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training Str 11 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 (-) Fatigue +8% (-) Resistance +0%(-16%) fire other ------- Talents +1.00(-) Block Handheld deflection devices. |
![]() iron mail armour (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Normal] While equipped: defense ------ Armor +4 (-7) Hardiness +0% (-20%) Defense +2 (+2 eff.) (-) Fatigue +12% (-5%) A suit of armour made of mail. |
![]() rejuvenating iron mail armour of fire resistance (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Nature/Master While equipped: defense ------ Armor +4 (-7) Hardiness +0% (-20%) Defense +2 (+2 eff.) (-) Fatigue +12% (-5%) Resistance +15% fire Life Regen +2.50 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
![]() radiant rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +0(-2) Dex +2 Mag offense ------ On-Hit 5 light 0(-7) darkness Damage +0%(-4%) darkness +3% light +3% arcane Accuracy +0 (+0 eff.) (-10 (-3 eff.)) defense ------ Armor +1 (-1) Fatigue +0% (-3%) Resistance +5% light +0%(-5%) darkness Disarm Resist +0% (-60%) other ------- Talents +0(+-1) Iron Grip 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. |
![]() steady rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2(-) Dex offense ------ On-Hit 0(-7) darkness Damage +0%(-4%) darkness Accuracy +16 (+5 eff.) (+6 (+2 eff.)) defense ------ Armor +1 (-1) Fatigue +0% (-3%) Resistance +0%(-5%) darkness Physical save +5 (+4 eff.) Mind save +5 (+2 eff.) Disarm Resist +21% (-39%) other ------- Talents +0(+-1) Iron Grip 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 gauntlets (0 def, 1 armour) 1.5 Encumbrance T1 hands armor [Normal] While equipped: Stats +0(-2) Dex offense ------ On-Hit 0(-7) darkness Damage +0%(-4%) darkness Accuracy +0 (+0 eff.) (-10 (-3 eff.)) defense ------ Armor +1 (-1) Fatigue +1% (-2%) Resistance +0%(-5%) darkness Disarm Resist +0% (-60%) other ------- Talents +0(+-1) Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() rough leather hat (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Normal] While equipped: Stats +0(-1) Str +0(-2) Dex +0(-3) Wil +0(-2) Con defense ------ Armor +1 (-2) Fatigue +1% (-4%) Resistance +0%(-3%) cold A hat made of leather. Very stylish. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
![]() brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: defense ------ Physical save +0 (+0 eff.) (-6 (-6 eff.)) Mind save +0 (+0 eff.) (-6 (-3 eff.)) Healmod +0% (-14%) other ------- Light +3 (-) See Stealth +0 (-5) See Invisibility +0 (-6) 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. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 10] simple frost salve [power 10]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 118 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
Achievements
By SCIENCEMAN the Drem Annihilator level 6
1st Profit 122nd year of Ascendancy at 23:16 see stats
Log
There is a way to the next level here (press '' or right click to use).
Ran for 69 turns (stop reason: at exit).
SCIENCEMAN wears: Ce'Nawyn.
SCIENCEMAN wears (replacing rough leather hat (0 def, 1 armour)): Hailfurnace the iron helm (0 def, 3 armour).
SCIENCEMAN wears (replacing steady rough leather gloves of dexterity (+2) (0 def, 1 armour) ): umbral dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour).
You detach iron grip from your steady rough leather gloves of dexterity (+2) (0 def, 1 armour).
You attach iron grip to your umbral dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) .
SCIENCEMAN wears (replacing brass lantern): survivor's brass lantern of clarity.
You gain 0.25 gold from the melting of rough leather gloves (0 def, 1 armour).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 5.11 gold from the melting of Silyldamibeth the mossy mindstar (2-3 power, 12 apr, mind damage).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron longsword (10-15 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 5.91 gold from the melting of iron battleaxe 'Icejam' (14-22 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.95 gold from the melting of arcing iron battleaxe of massacre (24-37 power, 1 apr).
You gain 2.61 gold from the melting of shimmering elm magestaff of power (10-12 power, 2 apr, fire element).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Exoskeleton
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
EUREKA!
Learnt new tinker schematic: Waterproof Coating