









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! 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.
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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Corruptor |
| Level / Exp | 8 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 8 on the 4th Mirth 122nd year of Ascendancy at 04:50 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 48 (base 32) |
| Willpower | 14 (base 13) |
| Cunning | 10 (base 10) |
Resources
| Life | -1/384 |
| Vim | 17/155 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 0.26150778048544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 5 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Blight | +20% |
| Cold | +6% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 1 |
| Physical Save | 9 |
| Spell Save | 20 |
| Mental Save | 21 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 10%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 17%( 70%) |
| Fire | + 10%( 70%) |
| Physical | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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. |
Class Talents
| Corruption / Blood | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Tool | innervating elm wand of shielding [power 116] (15/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On feet | pair of rough leather boots 'Skyedge' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +5% lightning +5% temporal +3% light +5% arcane Max.HP +80.00 A pair of boots made of leather. |
| Around waist | rough leather belt 'Aruta'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 10 ----- def ----- Resists +5% lightning +6% temporal +3% mind A belt that goes around your waist. |
| Main armor | mindwoven linen robe of blight (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+2 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight +7% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On head | rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | Xerewyn the Flaresweep (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight +3% fire +6% cold ----- def ----- Defense +6 (+6 eff.) Resists +2% physical +3% fire ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 81.97 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Inventory
movement infusion (speed 416%; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 416% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Xerusebrema the Chargeusher4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+9 eff.) Dmg.mod +6% lightning ----- def ----- Armour +2 Resists +3% acid Mind.save +9 (+5 eff.) Heal.mod +5% Disarm- +20% Longbows are used to shoot arrows at your foes. |
mighty rough leather sling4.0 T1 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
earthen elm magestaff of fate (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +3 Hardiness +3% Phys.save +8 (+8 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe 'Tempestmortal' (18-24 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Resists +6% fire Max.HP +20.00 Confus- +20% One-handed war axes. |
thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningwing the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil +2 Mag dps ---------- Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Flashjam' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Armour +1 Resists +6% lightning +5% fire +3% nature +5% cold A pair of boots made of leather. |
Baleharazor the Infernojeer (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +6% fire +4% physical ----- def ----- Armour +7 Resists +3% temporal Max.HP +40.00 Blind- +10% Disease- +10% 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. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Polaba the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +10 (+10 eff.) Resists +3% acid +6% temporal +6% light Max.HP +42.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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. |
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. |
elm wand of conjuration [power 100] (15/15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Shadow hits Gorsh for 25 physical damage.
Shadow hits Gorsh for 26 physical damage.
Shadow hits Gorsh for 27 physical damage.
Gorsh uses Infusion: Healing.
Gorsh receives 52 healing from Infusion: Healing.
Gorsh uses Infusion: Wild.
Gorsh lessens the pain.
Gorsh uses Infusion: Regeneration.
Gorsh starts regenerating health quickly.
The Withering Thing hits Gorsh for 14 physical, 3 mind (17 total damage).
Shadow casts Shadow Lightning.
Shadow uses Dominate.
Gorsh has been dominated!
Shadow hits Gorsh for 25 physical damage.
Shadow hits Gorsh for 22 physical damage.
Shadow hits Gorsh for 37 lightning damage.
The Withering Thing hits Gorsh for 12 physical, 3 mind (15 total damage).
You are unable to move!
Gorsh casts Blood Grasp.
Shadow casts Fade.
Shadow fades!
Gorsh's Blood Grasp hits Shadow for 0 blight damage.
The Withering Thing hits Gorsh for 13 physical, 3 mind (16 total damage).
Shadow casts Shadow Lightning.
Shadow casts Shadow Lightning.
Shadow hits Gorsh for 39 lightning damage.
Shadow hits Gorsh for 65 lightning damage.
Gorsh the level 8 higher corruptor was electrocuted to death by a shadow on level 3 of Heart of the Gloom.
































































