











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game ZOmnibus Addon Pack 1.7.4Combines 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: Better Item Description 1.7.4This 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 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Skirmisher |
| Level / Exp | 11 / 93% |
| Size | small |
| Lifes / Deaths | Killed by multi-hued crystal at level 11 on the 41st Haze 122nd year of Ascendancy at 06:07 / 1 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 34 (base 36) |
| Constitution | 8 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 12) |
| Cunning | 30 (base 21) |
Resources
| Life | -82/232 |
| Stamina | 168/168 |
| Healing Factor | 0.9795910630513 |
| Regeneration | 4.163262017968 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 36.004149834542 |
| See Invisible | 37.004149834542 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 33 |
| Crit Chance | 10% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +9% |
| Lightning | +4% |
Defense: Base
| Armour (hardiness) | 15.719009130622 (56.026343845506%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 2.9238052216851 |
| Physical Save | 20 |
| Spell Save | 13 |
| Mental Save | 29 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Light | + 6%( 70%) |
| Cold | + 6%( 70%) |
| Blight | + 3%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 55% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 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 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 433% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed sandworm tooth. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | [vs. insulating pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]insulating pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 (-) Resists +5%(-) fire +6%(-) cold ---------- misc Stam/turn +0.40 (-) Max.stam +10.00 (-) A pair of boots made of leather. |
| Quiver | [vs. pouch of iron shots of erosion (15/20, 14-16 power, 1 apr) (Quiver)]pouch of iron shots of erosion (15/20, 14-16 power, 1 apr) 3.0 T1 shot ammo Reqs Dex 11 [Ego] Nature Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 (-) Crit +4.0% (-) Capacity 20 (-) Ranged+ +6(-) nature Shots are used with slings to pummel your foes to death. |
| Light source | [vs. bright brass lantern of clarity (Light source)]bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) (-) ---------- misc Light +6 (-) See.Stealth +6 (-) 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. |
| On head | [vs. rough leather cap of strength (+2) (0 def, 1 armour) (On head)]rough leather cap of strength (+2) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +2(-) Str ----- def ----- Armour +1 (-) Fatigue +1% (-) A cap made of leather. |
| Tool | [vs. focusing iron torque of gale force [power 100] (13 cooldown) (Tool)]focusing iron torque of gale force [power 100] (13 cooldown) 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. titan's copper ring (On fingers, 1 of 2)]titan's copper ring 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3(-) Con ----- def ----- Phys.save +6 (+6 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. titan's copper ring (On fingers, 1 of 2)]Isodhewe the copper ring 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +0(-3) Con +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Resists +6% light Phys.save +0 (+0 eff.) (-6 (-6 eff.)) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.04 Max.psi +40.00 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. blurring rough leather belt (Around waist)]blurring rough leather belt 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) (-) Stealth +6 (-) A belt that goes around your waist. |
| In main hand | [vs. rough leather sling (In main hand)]rough leather sling 4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% (-) Range +6 (-) Slings are used to hurl stones or metal shots at your foes. |
| On hands | [vs. storm rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]storm rough leather gloves of strength (+3) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3(-) Str dps ---------- Phys.pwr +6 (+3 eff.) (-) Melee+ 5(-) lightning Dmg.mod +4%(-) lightning ----- def ----- Armour +1 (-) Resists +5%(-) lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | [vs. iron shield (0 def, 2 armour, 10-12 power, 20 block) (In off hand)]iron shield (0 def, 2 armour, 10-12 power, 20 block) 7.0 T1 shield armor Reqs Shield usage training Cun 11 [Normal] When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% (-) Block +20 (-) While equipped: ----- def ----- Armour +2 (-) Fatigue +8% (-) ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. resilient linen cloak of implacability (1 def, 0 armour) (Cloak)]resilient linen cloak of implacability (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) (-) Phys.save +6 (+6 eff.) (-) Mind.save +5 (+2 eff.) (-) Die.at -50.00 life (-) Max.HP +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Glaresweeper the rough leather armour (3 def, 2 armour) (Main armor)]Glaresweeper the rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Rare] Nature While equipped: dps ---------- Dmg.mod +9%(-) light ----- def ----- Armour +2 (-) Defense +3 (+1 eff.) (-) Fatigue +6% (-) Resists +3%(-) blight +3%(-) mind Spell.save +3 (+3 eff.) (-) Max.HP +20.00 (-) HP.reg +4.00 (-) A suit of armour made of leather. |
Inventory
[vs. rough leather sling (In main hand, 1 of 2)]Serpent's Glare (7-8 power, 15 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature Power 7.0 - 7.7(+7.0 - +7.7) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% (-) Range +0 (-6) Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 167.51 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
[vs. Glaresweeper the rough leather armour (3 def, 2 armour) (Main armor)]Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +0%(-9%) light ----- def ----- Armour +0 (-2) Defense +16 (+5 eff.) (+13 (+4 eff.)) Fatigue +2% (-4%) Resists +15% lightning +0%(-3%) mind +0%(-3%) blight Spell.save +0 (+0 eff.) (-3 (-3 eff.)) Max.HP +0.00 (-20.00) HP.reg +0.00 (-4.00) Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.43 to 109.29 lightning damage (72.86 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
[vs. bright brass lantern of clarity (Light source)]Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Heal.mod +10% ---------- misc Light +5 (-1) See.Stealth +0 (-6) See.Invis +0 (-7) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By The Yeekinizer the Yeek Skirmisher level 10
30th Haze 122nd year of Ascendancy at 23:03 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By The Yeekinizer the Yeek Skirmisher level 9
28th Haze 122nd year of Ascendancy at 11:34 see stats
Log
The Yeekinizer shoots!
Multi-hued crystal casts Elemental Bolt!
The Yeekinizer's Shoot hits Brown bear for 42 physical, 5 nature (47 total damage).
The Yeekinizer shoots!
The Yeekinizer's Shoot hits Brown bear for 40 physical, 5 nature (45 total damage).
Multi-hued crystal casts Elemental Bolt!
The Yeekinizer shoots!
Multi-hued crystal's Elemental Bolt hits The Yeekinizer for 127 nature damage.
The Yeekinizer shoots!
Multi-hued crystal casts Elemental Bolt!
The Yeekinizer's Shoot hits Brown bear for 39 physical, 5 nature (44 total damage).
Multi-hued crystal's Elemental Bolt hits The Yeekinizer for 127 acid damage.
The Yeekinizer shoots!
Brown bear starts to bleed.
The Yeekinizer's Shoot hits Brown bear for 39 physical, 5 nature (44 total damage).
Bleeding from The Yeekinizer hits Brown bear for 10 physical damage.
Multi-hued crystal casts Elemental Bolt!
The Yeekinizer deflects the projectile from Multi-hued crystal to the southeast!
The Yeekinizer uses Infusion: Healing.
The Yeekinizer receives 49 healing from Infusion: Healing.
The Yeekinizer uses Infusion: Regeneration.
The Yeekinizer starts regenerating health quickly.
Bleeding from The Yeekinizer hits Brown bear for 10 physical damage.
Multi-hued crystal's Elemental Bolt hits The Yeekinizer for 121 fire damage.
The Yeekinizer the level 11 yeek skirmisher was toasted to death by a multi-hued crystal on level 2 of Scintillating Caves.






























































