











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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. 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:
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:
Possessor Bonus Class 1.7.4Donators/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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 12 / 53% |
Size | medium |
Lifes / Deaths | Killed by Herol the human at level 12 on the 38th Regrowth 123rd year of Ascendancy at 02:47 / 1 |
Primary Stats
Strength | 21 (base 14) |
Dexterity | 10 (base 10) |
Constitution | 17 (base 13) |
Magic | 32 (base 32) |
Willpower | 10 (base 10) |
Cunning | 31 (base 26) |
Resources
Life | -137/322 |
Insanity | 0/100 |
Healing Factor | 1.162941519274 |
Regeneration | 7.0357961916075 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 40.465374305457 |
See Invisible | 40.465374305457 |
Offense: Mainhand
Damage | 15 |
Accuracy | 31 |
Crit Chance | 7% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +4% |
Fire | +12% |
Cold | +7% |
All | 0% |
Offense: Damage Penetration
Cold | +7% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 15 |
Physical Save | 13 |
Spell Save | 14 |
Mental Save | 14 |
Defense: Resistances
Acid | + 5%( 70%) |
Nature | + 11%( 70%) |
Temporal | + 3%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 3%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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. Its effects scale with your Constitution stat. |
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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 260 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 52 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. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 | ![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 nature Damage +4% nature defense ------ Armor +1 Fatigue +1% Resistance +5% nature 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% fire defense ------ Armor +3 Defense +5 (+5 eff.) Fatigue +5% Resistance +3% fire Life +20.00 Life Regen +2.00 Silence Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% fire defense ------ Resistance +3% cold +6% darkness +3% temporal Fire a magical bolt dealing 110 lightning damage Puts all charms on 13 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed 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 | ![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +5 Defense +6 (+6 eff.) Fatigue +7% Resistance +5% acid +6% cold Life +32.00 Life Regen +3.80 Healmod +10% other ------- Breathe water A suit of armour made of leather. |
In main hand | ![]() 3.0 Encumbrance T1 mace 1H weapon [Ego+] Arcane Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * Create an explosion dealing 55 cold damage (1/turn) While equipped: offense ------ Damage +7% cold Ignore resists +7% cold Blunt and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Mind Crit +2% Damage +6% acid defense ------ Defense +1 (+1 eff.) Resistance +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Disrupt Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 5% chance to slow global speed by 41% Blunt and deadly. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Str offense ------ Mindpower +3 (+1 eff.) Ignore Armor +1 defense ------ Defense +10 (+9 eff.) Resistance +6% mind Physical save +6 (+6 eff.) other ------- Stamina/turn +1.00 Max stamina +10.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% nature defense ------ Resistance +15% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +10% lightning defense ------ Resistance +15% lightning +7% all Mind save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) defense ------ Resistance +7% all Spell save +16 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +12% nature defense ------ Resistance +18% nature +9% all Spell save +16 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire +5% cold other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +3 (+2 eff.) Damage +9% lightning +9% darkness defense ------ Armor +3 Fatigue +5% Resistance +6% darkness +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Mind Crit +4% Damage +9% mind defense ------ Armor +1 Fatigue +1% Physical save +10 (+8 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% cold +6% nature +1% physical Unlife -20.00 life A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +11% light +11% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +17% cold +10% light +10% darkness A suit of armour made of leather. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun offense ------ Accuracy +4 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Resistance +6% cold +3% mind +3% nature other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
![]() 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. |
Achievements
By Derek the Cornac Writhing One level 10
32nd Haze 122nd year of Ascendancy at 18:02 see stats
By Derek the Cornac Writhing One level 12
40th Haze 122nd year of Ascendancy at 14:59 see stats
By Derek the Cornac Writhing One level 6
15th Dusk 122nd year of Ascendancy at 01:43 see stats
Log
Derek uses Infusion: Movement.
Derek is moving at extreme speed!
Derek slows down.
The shield around Derek crumbles.
Talent Lash Out is ready to use.
Herol the human shoots!
Derek is knocked back!
Herol the human's Shoot hits Derek for 55 physical, 8 fire, 105 physical (167 total damage).
Derek casts Shed Skin.
A shield forms around Derek.
Derek uses Infusion: Wild.
Derek is cured!
Derek lessens the pain.
Herol the human uses Caustic Dispersal.
Your shield crumbles under the damage!
The shield around Derek crumbles.
Derek is knocked back!
Herol the human's Caustic Dispersal hits Derek for (91 absorbed), 0 acid, (6 absorbed), 0 fire, (64 absorbed), 19 physical (19 total damage).
Herol the human shoots!
Herol the human's Shoot hits Derek for 43 acid, 43 physical (86 total damage).
Derek the level 12 cornac writhing one was minced to death by Herol the human on level 1 of Ambush!.