










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/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 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log ZOmnibus Addon Pack 1.5.0Combines 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: 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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 20 / 15% |
Size | medium |
Lifes / Deaths | Killed by Betith the multi-hued drake hatchling at level 20 on the 77th Dusk 122nd year of Ascendancy at 22:35 / 1 |
Primary Stats
Strength | 41 (base 30) |
Dexterity | 50 (base 37) |
Constitution | 22 (base 16) |
Magic | 26 (base 21) |
Willpower | 14 (base 10) |
Cunning | 30 (base 15) |
Resources
Life | -90/547 |
Positive | 25/87 |
Stamina | 5/178 |
Healing Factor | 1.19375 |
Regeneration | 14.6234375 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 8 |
See Stealth | 36.446758763835 |
See Invisible | 51.446758763835 |
Offense: Mainhand
Damage | 91 |
Accuracy | 60 |
Crit Chance | 14% |
APR | 13 |
Speed | 0.75 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +10% |
Physical | +15% |
Offense: Damage Penetration
Arcane | +15% |
Defense: Base
Armour (hardiness) | 14 (49.309173272933%) |
Defense | 42 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 23 |
Mental Save | 35 |
Defense: Resistances
Acid | + 25%( 70%) |
Light | + 23%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 279 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 47 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Effects
talent | Chant of Fortitude |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 10%. Concealment |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Concealment · Venomous Ammunition · Aim · Trained Reactions · Intuitive Shots |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by wretchling. Escort: lost warrior (level 2 of Daikara) | failed |
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 Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +2. | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 Possessed. | 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. | 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. | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) S.pwr/crit +6 Acc +6 (+1 eff.) ----- def ----- Armour +1 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +25 Stam/turn +0.80 Mana/s.crit +1.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego] Master/Psionic Power 36.5 - 51.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Acc +12 Apr +10 Crit +2.0% Capacity 19 Ranged+ +41 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +41.00 Heal.mod +10% ---------- misc Light +2 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 | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Cun +5 Mag dps ---------- Res.pen +15% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +6 (+2 eff.) Resists +22% acid Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 8/8. Range 11 Travel.spd instantaneous Description: Fire a steady shot, doing 157% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +6 Str +1 Con dps ---------- Phys.pwr +5 (+1 eff.) On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue -4% ---------- misc See.Invis +15 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +6 Defense +5 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +19 (+4 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Fatigue -4% Max.HP +40.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 380% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 26.5 - 34.5 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 368/400 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 Dubeac the Cornac Archer level 18
64th Dusk 122nd year of Ascendancy at 12:03 see stats
By Dubeac the Cornac Archer level 19
73rd Dusk 122nd year of Ascendancy at 17:39 see stats
By Dubeac the Cornac Archer level 10
1st Dusk 122nd year of Ascendancy at 16:10 see stats
By Dubeac the Cornac Archer level 20
73rd Dusk 122nd year of Ascendancy at 19:43 see stats
By Dubeac the Cornac Archer level 19
72nd Dusk 122nd year of Ascendancy at 02:27 see stats
Log
Dubeac reacts to an attack from Betith the multi-hued drake hatchling's Strafe, mitigating the blow!.
Dubeac reacts to an attack from Betith the multi-hued drake hatchling's Strafe, mitigating the blow!.
Betith the multi-hued drake hatchling's Strafe hits Dubeac for (31 reacted , -4 stam), 90 physical, 7 lightning, 6 darkness (105 total damage).
Betith the multi-hued drake hatchling's Strafe hits Dubeac for (24 reacted , -4 stam), 70 physical, 6 darkness (77 total damage).
Dubeac deactivates Aim.
Dubeac's Aim has been deactivated!
Dubeac deactivates Intuitive Shots.
Dubeac's Intuitive Shots has been deactivated!
Dubeac deactivates Trained Reactions.
Dubeac's Trained Reactions has been deactivated!
Dubeac deactivates Venomous Ammunition.
Dubeac's Venomous Ammunition has been deactivated!
--------------------------------
Talent Flare is ready to use.
Numbing Poison from Dubeac hits Betith the multi-hued drake hatchling for 11 nature damage.
--------------------------------
Dubeac activates Concealment.
Dubeac uses Infusion: Regeneration.
Dubeac starts regenerating health quickly.
Dubeac deactivates Concealment.
Dubeac's Concealment has been deactivated!
Betith the multi-hued drake hatchling is no longer poisoned.
--------------------------------
Dubeac uses Steady Shot.
Betith the multi-hued drake hatchling strafes with his steamguns!
Betith the multi-hued drake hatchling reloads.
Saving game...