









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Embers of Rage 1.5.0Official 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:
Ashes of Urh'Rok 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Corruptor |
| Level / Exp | 11 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Isalralaith the king cobra at level 11 on the 9th Flare 122nd year of Ascendancy at 10:00 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 12 (base 12) |
| Magic | 43 (base 35) |
| Willpower | 26 (base 13) |
| Cunning | 25 (base 22) |
Resources
| Life | -25/241 |
| Mana | 140/140 |
| Vim | 96/140 |
| Healing Factor | 0.81648351648352 |
| Regeneration | 12.288076923077 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +126.15182957818% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 30.108545491274 |
| See Invisible | 29.108545491274 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 5 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Fire | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 6 (33%) |
| Defense | 5 |
| Ranged Defense | 8 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 30 |
| Mental Save | 26 |
Defense: Resistances
| Nature | + 29%( 70%) |
| Cold | + 12%( 70%) |
| Fire | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 74 life over 5 turns. |
Class Talents
| Corruption / Blood | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Premonition |
| detrimental effect | The target is on fire, taking 17.16 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 14.14 nature damage per turn and decreasing all heals received by 20%. Insidious Poison |
| beneficial effect | A flow of life spins around the target, regenerating 14.80 life per turn. Regeneration |
| beneficial effect | Reduces nature damage received by 14%. Premonition Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is poisoned, taking 17.32 nature damage per turn. Poison |
| beneficial effect | Increases global action speed by 26%. Speed |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 12 life each turn. Recovery |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+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 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 |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +1% A pair of boots made of leather. |
| Light source | bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +4 See.Stealth +6 See.Invis +5 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. |
| On head | shielding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | Nerovea [power 25] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +4 (+4 eff.) Apr +2 ----- def ----- Die.at -20.00 life ---------- misc Stam/turn +0.40 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
| Around waist | spiritwalker's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% ---------- misc Mana/turn +0.10 Max.mana +20.00 A belt that goes around your waist. |
| In main hand | earthen elm vilestaff of fate (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Armour +3 Hardiness +3% Phys.save +8 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 11.94 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | linen robe of nature (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 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 | insulating copper amulet of mastery (0.10 Corruption / Vim)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% cold +10% fire ---------- misc Masteries +0.10 Corruption/Vim Amulets can have magical properties. |
Inventory
regeneration infusion (heal 117 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 67)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Islemira (22-28.6 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 22.0 - 28.6 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil +3 Con ---------- misc Psi/ret +0.08 Max.hate +2.00 Infravis +1 Sharp, short and deadly. |
iron greatmaul of erosion (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Nature Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature +7 temporal Massive two-handed mauls. |
thunderous iron greatmaul (15.5-23.25 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego+] Nature Power 15.5 - 23.2 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 7% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +2 Cun +3 Con dps ---------- Res.pen +10% lightning Massive two-handed mauls. |
Hanufast the yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +6 Dex dps ---------- Phys.crit +3.0% Res.pen +18% physical ----- def ----- Defense +2 (+2 eff.) Rng.Def +6 (+6 eff.) Resists +6% darkness +3% temporal ---------- misc Max.stam +20.00 Longbows are used to shoot arrows at your foes. |
blooming mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +11% Heal/summ +12 ---------- misc Max.psi +12.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather belt 'Sulfurquench'1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% nature Melee Ret 4 nature ----- def ----- Defense +9 (+9 eff.) Spell.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +11% nature +12% blight A suit of armour made of mail. |
iron plate armour (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% A suit of armour made of metal plates. |
4 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. |
9 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. |
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. |
supercharged elm totem of thorny skin [power 21] (25 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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
Level 10 (Roguelike)
Got a character to level 10.By Lorari the Shalore Corruptor level 10
4th Flare 122nd year of Ascendancy at 06:11 see stats
Log
Xanytha the rogue sapper casts Flame.
Lorari hits Xanytha the rogue sapper for 14 fire damage.
--------------------------------
Lorari casts Bone Spear.
Isalralaith the king cobra starts to bleed.
Lorari is on fire!
Lorari hits Isalralaith the king cobra for 19 physical damage.
Xanytha the rogue sapper's Flame hits Lorari for 32 fire damage.
Isalralaith the king cobra bites poison into Lorari.
Lorari is poisoned!
Isalralaith the king cobra hits Lorari for 9 nature damage.
Insidious Poison from Xanytha the rogue sapper hits Lorari for 8 nature damage.
Burning from Xanytha the rogue sapper hits Lorari for 10 fire damage.
Poison from Isalralaith the king cobra hits Lorari for 9 nature damage.
Xanytha the rogue sapper performs a melee critical strike against Lorari!
Lorari is recovering from the damage!
Lorari has temporarily forgotten Pacification Hex!
Lorari has temporarily forgotten Virulent Disease!
Lorari has temporarily forgotten Rune: Phase Door!
Xanytha the rogue sapper hits Lorari for 80 physical damage.
Bleeding from Lorari hits Isalralaith the king cobra for 1 physical damage.
--------------------------------
Lorari casts Grace of the Eternals.
Lorari speeds up.
Lorari uses Infusion: Regeneration.
Lorari starts regenerating health quickly.
Isalralaith the king cobra hits Lorari for 52 physical damage.
Saving game...































































