









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Better Item Description 1.5.10This 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 Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 14 / 97% |
Size | medium |
Lifes / Deaths | Killed by Kak at level 14 on the 3rd Decay 122nd year of Ascendancy at 07:11 / 1 |
Primary Stats
Strength | 36 (base 33) |
Dexterity | 26 (base 15) |
Constitution | 42 (base 28) |
Magic | 19 (base 10) |
Willpower | 18 (base 10) |
Cunning | 23 (base 15) |
Resources
Life | -6/510 |
Stamina | 129/129 |
Healing Factor | 1.4764150943396 |
Regeneration | 10.653976675377 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 24 |
Offense: Mainhand
Damage | 59 |
Accuracy | 56 |
Crit Chance | 71% |
APR | 7 |
Speed | 1.11 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Light | +10% |
Lightning | +31% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Arcane | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 40.08934837382 (81.030927835052%) |
Defense | 18 |
Ranged Defense | 23 |
Fatigue | 11 |
Physical Save | 34 |
Spell Save | 12 |
Mental Save | 14 |
Defense: Resistances
Nature | + 19%( 70%) |
Acid | + 25%( 70%) |
Light | + 40%( 70%) |
Lightning | + 24%( 70%) |
Cold | + 38%( 70%) |
Physical | + 19%( 70%) |
Fire | + 15%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Instadeath Resistance | 100% |
Pinning Resistance | 44% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 167 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: SunUse 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 brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 41) for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Berserker Rage |
talent | Precise Strikes |
beneficial effect | Increases critical hit chance by 39%. Berserker Rage |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 1.95, and stamina regeneration by 0.39. Bloodbath |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 25%) Suffocating |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by armoured skeleton warrior. Escort: temporal explorer (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by white wolf. Escort: worried loremaster (level 2 of Trollmire) | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +9% lightning Res.pen +25% acid ----- def ----- Armour +4 Fatigue -4% Resists +6% acid Phys.save +5 (+2 eff.) ---------- misc Max.enc +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +2 Mag +3 Wil +8 Cun dps ---------- Mind.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +3% light ---------- misc Stam/ret +1.00 Equi/ret +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.84 cold and 9.48 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Mag +1 Wil +7 Con dps ---------- Res.pen +10% arcane ----- def ----- Phys.save +10 (+5 eff.) ---------- misc See.Invis +12 Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Res.pen +10% lightning +10% acid Melee Ret 16 acid On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% lightning A belt that goes around your waist. |
In main hand | ![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
On hands | ![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +5 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Resists +3% physical Heal.mod +15% ---------- misc Equi/ret +0.04 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T1 massive armor [Rare] Master While equipped: Stats +5 Mag ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +11% Phys.save +6 (+3 eff.) Max.HP +30.00 ---------- misc See.Invis +12 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +5% acid +6% fire +6% cold +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid +12% lightning Melee Ret 4 acid ----- def ----- Resists +6% acid +7% physical ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 113 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets can have magical properties. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 31.5 - 47.3 Light Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Slows global speed by 7% While equipped: dps ---------- Phys.crit +1.0% Crit.mult +6.00% ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Phys.save +12 (+6 eff.) ---------- misc Light +1 Massive two-handed mauls. |
![]() 3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +5% lightning +9% temporal ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 14.0 T2 heavy armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +17% acid +6% darkness +12% fire +5% arcane +9% nature A suit of armour made of mail. |
![]() 17.0 T1 massive armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Max.HP +23.00 A suit of armour made of metal plates. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +18% acid ----- def ----- Resists +9% acid +6% darkness +3% blight +6% fire +6% cold +3% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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
By Kak the Cornac Berserker level 10
2nd Dusk 122nd year of Ascendancy at 22:39 see stats
By Kak the Cornac Berserker level 14
36th Haze 122nd year of Ascendancy at 12:25 see stats
By Kak the Cornac Berserker level 10
2nd Dusk 122nd year of Ascendancy at 20:54 see stats
By Kak the Cornac Berserker level 14
71st Dusk 122nd year of Ascendancy at 19:29 see stats
Log
The unstable sand tunnel collapses!
Green worm mass hits Kak for 6 physical damage.
Kak hits Green worm mass for 24 acid damage.
You collect a new ingredient: green worm (1).
Kak hits Green worm mass for 81 physical damage.
Kak killed Green worm mass!
The unstable sand tunnel collapses!
Kak performs a melee critical strike against White ooze!
White ooze splits in two!
Kak revels in the spilt blood and grows stronger!
White ooze is dazed!
Kak hits White ooze for 57 physical, 13 lightning, 19 cold (89 total damage).
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Kak for 144 physical damage.
Kak starts suffocating to death!
Kak is suffocating.
White ooze misses Kak.
Kak uses Infusion: Sun.
White ooze resists the blinding light!
White ooze resists the blinding light!
White ooze has been illuminated.
White ooze has been illuminated.
The unstable sand tunnel collapses!
White ooze is not dazed anymore.
Unstable sand tunnel hits White ooze for 12 physical damage.
Saving game...