








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 | 20 / 91% |
Size | big |
Lifes / Deaths | Killed by Xeryyann the faeros at level 20 on the 68th Dusk 122nd year of Ascendancy at 13:12 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 31 (base 13) |
Dexterity | 53 (base 48) |
Constitution | 34 (base 10) |
Magic | 10 (base 10) |
Willpower | 17 (base 10) |
Cunning | 46 (base 38) |
Resources
Life | -27/604 |
Stamina | 161/187 |
Healing Factor | 1.2864705882353 |
Regeneration | 63.796076470588 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 39.365053558023 |
See Invisible | 39.365053558023 |
Offense: Barehand
Damage | 75 |
Accuracy | 46 |
Crit Chance | 18% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Nature | +7% |
Physical | -10% |
Offense: Damage Penetration
Mind | +5% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 19 (46.274970622797%) |
Defense | 43 |
Ranged Defense | 48 |
Fatigue | 7.1114206128134 |
Physical Save | 24 |
Spell Save | 33 |
Mental Save | 27 |
Defense: Resistances
Nature | + 26%( 70%) |
Acid | + 9%( 70%) |
Light | + 18%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 19%( 70%) |
Cold | + 9%( 70%) |
Fire | + 19%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 5% |
Instadeath Resistance | 100% |
Blind Resistance | 5% |
Poison Resistance | 12% |
Knockback Resistance | 10% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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. |
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 240 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
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 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 2/5 |
| 0/5 |
| 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 |
| 1/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 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 |
| 2/5 |
| 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 28.58 fire damage per turn. Burning |
beneficial effect | Countering melee attacks: Has a 15% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
beneficial effect | A flow of life spins around the target, regenerating 48.04 life per turn. Regeneration |
beneficial effect | You gain 13% resistance against fire. Resolve |
beneficial effect | The target is recovering 20 life each turn. Recovery |
beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You failed to protect the injured seer from death by copperhead snake. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the lost anorithil from death by red crystal. Escort: lost anorithil (level 1 of Old Forest) | failed |
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 anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: * You've found the needed red crystal shard. * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 | ![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +2% ---------- misc Infravis +1 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 T3 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +6% blight Spell.save +8 (+4 eff.) Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +14 Crit +8.0% Atk.spd 125% On Hit: * Slows global speed by 14% * 13% chance to corrode armour by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +3% cold Spell.save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +5 Dex +5 Wil +2 Cun dps ---------- Dmg.mod +7% nature Res.pen +5% mind Melee Ret 8 mind ----- def ----- Resists +12% nature ---------- misc Hate/m.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% acid +6% temporal +12% light +7% blight +6% nature Spell.save +19 (+8 eff.) Poison- +12% Disease- +11% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
Main armor | ![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Light source | ![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +7 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 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+0 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. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) HP.reg +0.60 Heal.mod +11% Blind- +5% Disarm- +5% A belt that goes around your waist. |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +6 (+3 eff.) Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon [Ego] Psionic Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to cause random gloom While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 9.0 T1 light armor [Ego++] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +74.00 HP.reg +4.10 Heal.mod +20% A suit of armour made of leather. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- S.pwr/crit +6 Dmg.mod +12% physical Apr +1 ----- def ----- Defense +16 (+5 eff.) Rng.Def +9 (+3 eff.) Phys.save +6 (+3 eff.) HP.reg +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T1 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Phys.pwr +4 (+1 eff.) Acc +5 (+1 eff.) Apr +5 ----- def ----- Armour +1 Resists +5% blight Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +4 Apr +8 Crit +7.0% Atk.spd 125% On Hit: 10% Set Up 1 On Hit: * Slows global speed by 12% * 10% chance to corrode armour by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +10% darkness +5% mind Melee Ret 4 mind ----- def ----- Resists +6% mind ---------- misc Wards +4 acid +3 nature +1 light Talents +1 Ward Heal a target within range 6 (based on Willpower) for 190 Puts all charms on 20 cooldown 100% to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By FistFace the Cornac Brawler level 14
14th Dusk 122nd year of Ascendancy at 11:51 see stats
By FistFace the Cornac Brawler level 17
32nd Dusk 122nd year of Ascendancy at 05:57 see stats
By FistFace the Cornac Brawler level 10
1st Flare 122nd year of Ascendancy at 14:36 see stats
By FistFace the Cornac Brawler level 20
57th Dusk 122nd year of Ascendancy at 12:54 see stats
By FistFace the Cornac Brawler level 18
44th Dusk 122nd year of Ascendancy at 10:07 see stats
By FistFace the Cornac Brawler level 19
57th Dusk 122nd year of Ascendancy at 11:12 see stats
Log
Talent Infusion: Regeneration is ready to use.
FistFace receives 26 healing.
FistFace's mind surges with critical power!
FistFace is invigorated by the attack!
FistFace is on fire!
Xeryyann the faeros's Flame hits FistFace for (13 resist armour), 55 fire (56 total damage).
--------------------------------
FistFace uses Infusion: Regeneration.
FistFace starts regenerating health quickly.
FistFace slows down.
Fire drake hatchling misses FistFace.
Xeryyann the faeros casts Dust to Dust.
FistFace is invigorated by the attack!
Xeryyann the faeros hits FistFace for (13 resist armour), 57 temporal, (13 resist armour), 52 physical (110 total damage).
Fire drake hatchling misses FistFace.
FistFace's mind surges with critical power!
FistFace is invigorated by the attack!
Talent Double Strike is ready to use.
Burning from Xeryyann the faeros hits FistFace for (13 resist armour), 13 fire (14 total damage).
FistFace receives 26 healing.
--------------------------------
FistFace throws two quick punches.
FistFace is invigorated by the attack!
FistFace is invigorated by the attack!
FistFace hits Fire drake hatchling for 108 physical damage.
Fire drake hatchling hits FistFace for (2 resist armour), 0 fire, (2 resist armour), 0 fire (0 total damage).
Xeryyann the faeros casts Time Skip.
Saving game...