








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 | Brawler |
Level / Exp | 26 / 29% |
Size | medium |
Lifes / Deaths | Killed by radiant horror at level 22 on the 1st Time of Equilibrium 122nd year of Ascendancy at 18:45 / 2Killed by mean looking elven guard at level 26 on the 11st Haze 122nd year of Ascendancy at 18:02 |
Antimagic | Follower |
Primary Stats
Strength | 32.923258681696 (base 13) |
Dexterity | 77 (base 57) |
Constitution | 30.009068629967 (base 10) |
Magic | 13 (base 10) |
Willpower | 35 (base 18) |
Cunning | 47 (base 42) |
Resources
Life | -15/675 |
Stamina | 188/226 |
Healing Factor | 1.2600612104768 |
Regeneration | 2.7091316025251 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 32.679862542722 |
See Invisible | 35.679862542722 |
Offense: Barehand
Damage | 94 |
Accuracy | 58 |
Crit Chance | 41% |
APR | 11 |
Speed | 0.91 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Physical | +1% |
Blight | +9% |
Arcane | +9% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Defense: Base
Armour (hardiness) | 24 (46.274970622797%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 21 |
Mental Save | 27 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 28%( 70%) |
All | + 10%( 70%) |
Lightning | + 32%( 70%) |
Temporal | + 17%( 70%) |
Fire | + 19%( 70%) |
Physical | + 19%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 45% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 15 for 9 turns. While Heroism is active, you will only die when reaching -453 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 629% 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 Dexterity stat. |
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 134 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
detrimental effect | The target is on fire, taking 42.54 fire damage per turn. Burning |
beneficial effect | The target's defense is increased by 15. Defensive Maneuver |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 27% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
detrimental effect | On death will restore to the source up to 2 times the vim's worth. Bleak Outcome |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The target is infected by a disease, reducing its strength by 13 and doing 26.39 blight damage per turn. Weakness Disease |
beneficial effect | The target is in the middle of a combo chain and has earned 1 combo points. 1 Combo |
detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 30.25 blight damage per turn. Rotting Disease |
beneficial effect | The target is recovering 24 life each turn. Recovery |
beneficial effect | You gain 14% resistance against lightning. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by luminous horror. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Dex +3 Con ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Infravis +2 See.Invis +3 A pair of boots made of leather. |
On hands | ![]() 1.5 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.crit +10.0% Spell.crit +11% Mind.crit +7% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Melee Ret 12 mind ----- def ----- Armour +2 HP.reg +1.90 ---------- misc Stam/turn +0.80 Max.stam +19.00 Unarmed combat: Power 28.5 - 39.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +14.0% Atk.spd 125% Melee+ +8 light On Hit: 10% Slumber 3 On Crit: 20% Cripple 3 On Hit: * 40% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +10 Fatigue +4% Resists +3% acid +9% cold Crit.dmg- 10.00% Blind- +10% Poison- +20% Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +3 nature +3 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +9 Dex +3 Mag +5 Wil +6 Con dps ---------- Acc +14 (+4 eff.) ----- def ----- Fatigue -6% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+3 eff.) Phys.spd +10% Dmg.mod +3% mind +6% physical Apr +2 ----- def ----- Armour +2 Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str +5 Dex ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +7% Phys.save +5 (+2 eff.) A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Wil ----- def ----- Defense +7 (+2 eff.) Resists +5% arcane Phys.save +6 (+3 eff.) Poison- +25% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +13.00% Phys.pwr +4 (+1 eff.) Dmg.mod +9% blight +9% arcane Res.pen +5% arcane Melee Ret 8 arcane ----- def ----- Resists +10% lightning +8% temporal +6% blight +11% fire +11% cold A belt that goes around your waist. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] 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 367 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% blight Melee Ret 4 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% blight Blind- +21% ---------- misc Infravis +3 See.Stealth +8 See.Invis +7 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Melee Ret 12 light 8 nature On Hit (Melee): * Slows global speed by 15% * 30% chance to blind ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Psionic Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +16 mind On Hit.r1 +12 lightning +12 arcane On Hit: * 18% chance to cause random gloom While equipped: Stats +5 Cun +5 Wil dps ---------- Res.pen +25% lightning Melee Ret 8 lightning 4 arcane ----- def ----- Resists +6% lightning One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 cold One-handed war axes. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 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 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 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
By FistFace the Cornac Brawler level 20
57th Dusk 122nd year of Ascendancy at 02:30 see stats
By FistFace the Cornac Brawler level 19
50th Dusk 122nd year of Ascendancy at 07:33 see stats
By FistFace the Cornac Brawler level 10
6th Mirth 122nd year of Ascendancy at 12:01 see stats
By FistFace the Cornac Brawler level 20
50th Dusk 122nd year of Ascendancy at 22:54 see stats
By FistFace the Cornac Brawler level 20
52nd Dusk 122nd year of Ascendancy at 18:24 see stats
By FistFace the Cornac Brawler level 18
36th Dusk 122nd year of Ascendancy at 14:39 see stats
By FistFace the Cornac Brawler level 22
1st Time of Equilibrium 122nd year of Ascendancy at 18:45 see stats
By FistFace the Cornac Brawler level 25
7th Haze 122nd year of Ascendancy at 15:47 see stats
Log
FistFace is invigorated by the attack!
Weakness Disease from Elven blood mage hits FistFace for (23 resist armour), 0 blight (0 total damage).
FistFace receives 31 healing.
Rotting Disease from Elven corruptor hits FistFace for (16 resist armour), 0 blight (0 total damage).
--------------------------------
FistFace uses Set Up.
FistFace is moving defensively!
Mean looking elven guard casts Grace of the Eternals.
Mean looking elven guard speeds up.
Bethibeth the ogre rune-spinner casts Flame.
FistFace's mind surges with critical power!
FistFace is invigorated by the attack!
FistFace is on fire!
Bethibeth the ogre rune-spinner hits FistFace for (26 resist armour), 76 fire (76 total damage).
FistFace's mind surges with critical power!
FistFace is invigorated by the attack!
FistFace is invigorated by the attack!
FistFace is invigorated by the attack!
FistFace receives 31 healing.
Weakness Disease from Elven blood mage hits FistFace for (26 resist armour), 1 blight (2 total damage).
Burning from Bethibeth the ogre rune-spinner hits FistFace for (24 resist armour), 0 fire (0 total damage).
Rotting Disease from Elven corruptor hits FistFace for (16 resist armour), 0 blight (0 total damage).
--------------------------------
Mean looking elven guard activates Secrets of the Eternals.
Bethibeth the ogre rune-spinner casts Lightning.
FistFace is invigorated by the attack!
Bethibeth the ogre rune-spinner hits FistFace for (26 resist armour), 146 lightning (147 total damage).
Saving game...