







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Improved Auto-explore and Rest 1.6.5Quality 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. Showing Items Tier in Inventory 1.6.0This 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 |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 7 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake hatchling at level 5 on the 79th Pyre 122nd year of Ascendancy at 00:34 0 / 5Killed by fire drake hatchling at level 5 on the 79th Pyre 122nd year of Ascendancy at 00:44 Killed by ghoulking at level 7 on the 1st Mirth 122nd year of Ascendancy at 07:46 Killed by forest troll at level 7 on the 1st Mirth 122nd year of Ascendancy at 09:46 Killed by forest troll at level 7 on the 1st Mirth 122nd year of Ascendancy at 10:04 |
Primary Stats
| Strength | 22 (base 20) |
| Dexterity | 5 (base 10) |
| Constitution | 18 (base 24) |
| Magic | 12 (base 12) |
| Willpower | 10 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -44/247 |
| Stamina | 100/118 |
| Vim | 124/124 |
| Healing Factor | 1.063829787234 |
| Regeneration | 26.873720022487 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 26 |
| Crit Chance | 7% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 16.522593642275 (63.098591549296%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 13 |
| Physical Save | 14 |
| Spell Save | 7 |
| Mental Save | 7 |
Defense: Resistances
| Lightning | -9%( 70%) |
| Temporal | -9%( 70%) |
| All | -16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 13 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | The target is infected by a disease, reducing its dexterity by 5 and doing 28.27 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 30.27 blight damage per turn. Rotting Disease |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): Exterminator | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Tool | innervating elm totem of healing [power 110] (2/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On feet | grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
| Main armor | impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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 | 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. |
| In main hand | iron greatsword (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Inventory
blink rune (range 3; phase 10; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 86; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 86 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
elm magestaff of warding (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% lightning ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 lightning Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Glorudhewyn (17.5-24.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% ----- def ----- Resists +5% arcane One-handed war axes. |
balanced iron dagger of erosion (10-13 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Nature/Master Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
iron dagger of massacre (15-19.5 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Master Power 15.0 - 19.5 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
elm longbow4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Normal] Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
iron shield (0 def, 2 armour, 23.5 block)7.0 T1 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield 'Bethurin' (0 def, 2 armour, 19 block)7.0 T1 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +15% acid +3% fire Die.at -60.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Block Handheld deflection devices. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable iron plate armour of fire resistance (0 def, 13 armour)17.0 T1 massive armor [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +15% fire A suit of armour made of metal plates. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
74 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Achievements
Log
Rotting Disease from Ghoulking hits ree for 35 blight damage.
Ree uses Infusion: Regeneration.
Ree starts regenerating health quickly.
Ghoulking slows down.
Burning from Ree hits Forest troll for 4 fire damage.
Ghoulking hits ree for 27 physical damage.
Talent Infusion: Wild is ready to use.
Rotting Disease from Ghoulking hits ree for 35 blight damage.
ree hits Forest troll for 40 physical, 5 fire (45 total damage).
Forest troll hits ree for 35 physical damage.
Burning from Ree hits Forest troll for 5 fire damage.
Ghoulking hits ree for 25 physical damage.
Rotting Disease from Ghoulking hits ree for 29 blight damage.
ree hits Forest troll for 47 physical, 5 fire (52 total damage).
Ghoulking performs a diseased attack against ree.
Ree is afflicted by a decrepitude disease!
Burning from Ree hits Forest troll for 5 fire damage.
Ghoulking hits ree for 24 physical damage.
Rotting Disease from Ghoulking hits ree for 35 blight damage.
Decrepitude Disease from Ghoulking hits ree for 33 blight damage.
ree hits Forest troll for 40 physical, 5 fire (45 total damage).
Forest troll hits ree for 45 physical damage.
ree the level 7 cornac doombringer was eviscerated to death by a forest troll on level 4 of Infinite Dungeon.
Ree is free from the decrepitude disease.
Ree stops regenerating health quickly.
Ree is free from the rotting disease.











































































