Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Improved Auto-explore and Rest 1.3.1Quality 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. Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Corruptor |
Level / Exp | 21 / 4% |
Size | medium |
Lifes / Deaths | Killed by Protector Myssil at level 21 on the 3rd Decay 122nd year of Ascendancy at 11:02 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 7.2047026103981 (base 10) |
Constitution | 62 (base 45) |
Magic | 55 (base 44) |
Willpower | 30 (base 13) |
Cunning | 26 (base 10) |
Resources
Life | -30/630 |
Mana | 340/340 |
Vim | 42/164 |
Healing Factor | 1.12 |
Regeneration | 2.072 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +104.11345860396% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 25 |
Accuracy | 17 |
Crit Chance | 8% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46.333333333333 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 30.2 |
Crit Chance | 6% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 15.021645913639 |
Ranged Defense | 15.021645913639 |
Fatigue | 0 |
Physical Save | 26.475 |
Spell Save | 24.875 |
Mental Save | 22.8 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Confusion Resistance | 35% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (3/3)
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 magical or physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 236 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Flame of Urh'Rok |
talent | Overkill |
talent | Willful Tormenter |
detrimental effect | The target is infected by a disease, reducing its dexterity by 12 and doing 23.80 blight damage per turn. Decrepitude Disease |
detrimental effect | The target suffers 35% spell failue. Spell Feedback |
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 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic 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 Vitality (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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: 77. | 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed honey tree root. * You've found the needed electric eel tail. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed skeleton mage skull. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of Zigur | active |
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 | Isovea (0 def, 3 armour) Isovea (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +1 Wil / +2 Cun Changes resistances penetration: +10% mind Changes damage: +6% mind Psi when hit: +0.12 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Flashrip the cashmere wizard hat (2 def, 0 armour) Flashrip the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 16 blight Changes resistances: +3% fire Changes resistances penetration: +10% arcane Changes damage: +8% lightning / +5% temporal / +6% light / +5% fire / +7% acid / +5% physical / +7% cold / +6% arcane / +10% darkness Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +7 (+2 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
Tool | Yvabressra the Plaguecast [power 233] (6 cooldown) Yvabressra the Plaguecast [power 233] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +2 Str Changes resistances penetration: +10% physical Talent granted: +9 Volcano Critical mult.: +3.00% Only die when reaching: -20.00 life It can be used to creates a wall of flames lasting for 4 turns (dam 233 overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Coalbraid' steel ring 'Coalbraid'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +8 Defense: +7 (+6 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +6% blight Changes resistances penetration: +15% darkness Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +25.00 Mindpower: +9 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.31 cold and 12.32 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around waist | nightruned rough leather belt of the mystic nightruned rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +5% darkness Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | Dresta (20-24 power, 8 apr, blight element) Dresta (20-24 power, 8 apr, blight element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +3 Changes stats: +4 Con Changes damage: +20% blight Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
On hands | Hellskiss the hardened leather gloves (0 def, 2 armour) Hellskiss the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +10 Physical power: +2 (+2 eff.) Armour: +2 Changes stats: +2 Str / +4 Dex / +3 Cun Stamina each turn: +0.20 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | focusing woollen robe of corrosion (+16%) (0 def, 0 armour) focusing woollen robe of corrosion (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +16% acid Changes damage: +11% acid Mana each turn: +0.12 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+6 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Fulenik the stralite amulet Fulenik the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +6 Cun / +6 Con Changes resistances: +15% mind Changes resistances penetration: +5% temporal Talent mastery: +0.20 Cunning / Survival Maximum encumbrance: +40 Confusion immunity: +35% Life regen: +0.80 Stamina each turn: +0.70 Maximum stamina: +15.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
shielding rune of the titan (absorb 247 for 5 turns) shielding rune of the titan (absorb 247 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 247 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Isarin the Ebonyhunt (dig speed 24 turns) Isarin the Ebonyhunt (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 12 darkness Changes stats: +7 Str / +5 Wil Changes resistances: +6% darkness Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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
By Bárcenas the Cornac Corruptor level 13
46th Dusk 122nd year of Ascendancy at 11:55 see stats
By Bárcenas the Cornac Corruptor level 18
67th Haze 122nd year of Ascendancy at 09:08 see stats
By Bárcenas the Cornac Corruptor level 16
69th Dusk 122nd year of Ascendancy at 16:34 see stats
By Bárcenas the Cornac Corruptor level 10
8th Dusk 122nd year of Ascendancy at 16:43 see stats
By Bárcenas the Cornac Corruptor level 20
70th Haze 122nd year of Ascendancy at 21:52 see stats
By Bárcenas the Cornac Corruptor level 9
4th Mirth 122nd year of Ascendancy at 15:08 see stats
By Bárcenas the Cornac Corruptor level 8
3rd Mirth 122nd year of Ascendancy at 15:34 see stats
By Bárcenas the Cornac Corruptor level 19
68th Haze 122nd year of Ascendancy at 07:12 see stats
Log
Bárcenas casts Soul Rot.
A part of Grand Corruptor's bone shield regenerates.
Protector Myssil deactivates Antimagic Shield.
Protector Myssil is back to normal.
The antimagic shield of Protector Myssil crumbles.
Protector Myssil's mind surges with critical power!
Protector Myssil attunes to the damage.
Protector Myssil is invigorated by the attack!
Protector Myssil punishes Bárcenas for casting a spell!
Bárcenas is surrounded by antimagic forces.
Protector Myssil hits Bárcenas for 48 mind damage.
Bárcenas's Soul Rot hits Protector Myssil for (36 antimagic), 166 blight (166 total damage).
Talent Drain is ready to use.
Talent Vitality is ready to use.
Bárcenas casts Pacification Hex.
Protector Myssil's unbreakable will shrugs off the effect!
Protector Myssil summons a Spider!
Grand Corruptor casts Blood Spray.
Bárcenas is afflicted by a decrepitude disease!
Giant spider is afflicted by a weakness disease!
Protector Myssil is invigorated by the attack!
Protector Myssil is afflicted by a weakness disease!
Grand Corruptor hits Bárcenas for 98 blight damage.
Grand Corruptor hits Giant spider for 123 blight damage.
Grand Corruptor hits Protector Myssil for 88 blight damage.
Bárcenas's Fearscape has been disrupted by anti-magic forces!
Protector Myssil breathes ice!
Saving game...