










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
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 | Ogre |
Class | Reaver |
Level / Exp | 20 / 5% |
Size | big |
Lifes / Deaths | Killed by Emelorin the skeleton archer at level 20 on the 4th Haze 122nd year of Ascendancy at 18:54 / 1 |
Primary Stats
Strength | 59 (base 43) |
Dexterity | 12 (base 11) |
Constitution | 18 (base 10) |
Magic | 53 (base 48) |
Willpower | 13 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -7/686 |
Equilibrium | 470 |
Vim | 129/170 |
Healing Factor | 1.313829787234 |
Regeneration | 1.9050531914893 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 72 |
Accuracy | 19 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 19 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +21% |
Blight | +17% |
Acid | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Defense: Base
Armour (hardiness) | 27.317011280365 (73.452380952381%) |
Defense | 6 |
Ranged Defense | 8 |
Fatigue | 16 |
Physical Save | 33 |
Spell Save | 26 |
Mental Save | 9 |
Defense: Resistances
Lightning | + 12%( 70%) |
Light | + 6%( 70%) |
Darkness | + 6%( 70%) |
Blight | + 10%( 70%) |
Acid | + 19%( 70%) |
Mind | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 31% |
Bleed Resistance | 40% |
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Constitution stat. |
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 418 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. While Heroism is active, you will only die when reaching -160 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Overkill |
talent | Bone Shield |
talent | Willful Tormenter |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by carrion worm mass. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +2. | 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 Strength by +2. | done |
You failed to protect the worried loremaster from death by white crystal. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
Equipment
On feet | ![]() 3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+2 eff.) Rng.Def +2 (+2 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +1 Mag +4 Wil +2 Cun ----- def ----- Fatigue -6% Max.HP +43.00 ---------- misc Light +2 See.Invis +6 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 T3 head armor [Ego+] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +3% lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Armour +2 Resists +6% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% nature ---------- misc Talents +1 Invoke Tentacle +1 Rushing Claws Cooldown Invoke Tentacle +5 Rushing Claws -1 Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Phys.save +8 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Armour +2 Resists +9% mind +12% lightning Max.HP +28.00 Disarm- +24% Pinning- +31% Knockbk- +24% ---------- misc Light +2 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +12% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 171 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.crit +4% Dmg.mod +3% acid +9% blight Phasing +20% ----- def ----- Resists +3% acid +6% light +6% darkness A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 blight On Hit.r1 +7 fire On Hit: * 5% chance to disease One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- 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. |
Main armor | ![]() 14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Max.HP +42.00 HP.reg +1.20 Heal.mod +13% A suit of armour made of mail. |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +4 (+4 eff.) Resists +20% acid Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 blight On Hit.r1 +8 mind On Crit.r2 +16 mind While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid +12% mind +9% blight On Hit (Melee): * 10% chance to disease ----- def ----- Armour +8 Defense +8 (+8 eff.) ---------- misc Wards +3 acid Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Normal] Power 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +5 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +20 (+10 eff.) ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) ---------- misc Max.stam +5.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% darkness ----- def ----- Resists +9% mind +3% darkness Mind.save +6 (+6 eff.) ---------- misc Light +2 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. |
![]() 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 202 power out of 210/400 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 KillKillKill the Ogre Reaver level 16
50th Dusk 122nd year of Ascendancy at 04:25 see stats
By KillKillKill the Ogre Reaver level 18
70th Dusk 122nd year of Ascendancy at 22:43 see stats
By KillKillKill the Ogre Reaver level 17
68th Dusk 122nd year of Ascendancy at 09:57 see stats
By KillKillKill the Ogre Reaver level 10
5th Flare 122nd year of Ascendancy at 00:50 see stats
By KillKillKill the Ogre Reaver level 20
73rd Dusk 122nd year of Ascendancy at 14:25 see stats
By KillKillKill the Ogre Reaver level 16
50th Dusk 122nd year of Ascendancy at 17:59 see stats
Log
Epidemic from KillKillKill hits Emelorin the skeleton archer for 13 blight damage.
Weakness Disease from KillKillKill hits Emelorin the skeleton archer for 12 blight damage.
Carrion worm mass's wormblight area effect hits Emelorin the skeleton archer for 21 blight damage.
Carrion worm mass's wormblight area effect hits Skeleton warrior for 21 blight damage.
Carrion worm mass's wormblight area effect hits Skeleton warrior for 21 blight damage.
Emelorin the skeleton archer is not silenced anymore.
Epidemic from KillKillKill hits Emelorin the skeleton archer for 13 blight damage.
Weakness Disease from KillKillKill hits Emelorin the skeleton archer for 12 blight damage.
--------------------------------
Carrion worm mass's wormblight area effect hits Emelorin the skeleton archer for 21 blight damage.
Carrion worm mass's wormblight area effect hits Skeleton warrior for 21 blight damage.
Carrion worm mass's wormblight area effect hits Skeleton warrior for 21 blight damage.
Emelorin the skeleton archer is free from the weakness disease.
Emelorin the skeleton archer is free from the epidemic.
Carrion worm mass's wormblight area effect hits Degenerated skeleton warrior for 21 blight damage.
Carrion worm mass's wormblight area effect hits Skeleton warrior for 21 blight damage.
Carrion worm mass's wormblight area effect hits Degenerated skeleton warrior for 21 blight damage.
Carrion worm mass's wormblight area effect hits Skeleton warrior for 21 blight damage.
--------------------------------
KillKillKill is not stunned anymore.
Talent Cyst Burst is ready to use.
Talent Catalepsy is ready to use.
Talent Bone Spear is ready to use.
Talent Bone Nova is ready to use.
Carrion worm mass's wormblight area effect hits Degenerated skeleton warrior for 21 blight damage.
Carrion worm mass's wormblight area effect hits Skeleton warrior for 21 blight damage.
Carrion worm mass's wormblight area effect hits Degenerated skeleton warrior for 21 blight damage.
Saving game...