









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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 Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 11 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Isyldawe the gloomy warg at level 11 on the 3rd Dusk 122nd year of Ascendancy at 05:59 / 1 |
Primary Stats
| Strength | 37 (base 36) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 17) |
| Magic | 20 (base 18) |
| Willpower | 13 (base 10) |
| Cunning | 13 (base 11) |
Resources
| Life | -43/362 |
| Stamina | 102/148 |
| Vim | 120/140 |
| Healing Factor | 1.1561497326203 |
| Regeneration | 10.574321723427 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80.595796776168% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 32 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
Defense: Base
| Armour (hardiness) | 30.08934837382 (81.030927835052%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 23 |
| Physical Save | 22 |
| Spell Save | 11 |
| Mental Save | 16 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Light | + 60%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 18%( 70%) |
| Darkness | + 33%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 0/5 |
| 0/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| detrimental effect | The target is encased in thorny vines, dealing 13 nature damage each turn and reducing its speed by 20%. Thorn Grab |
| detrimental effect | Reduces global action speed by 4%. Slow |
| detrimental effect | The target is poisoned, taking 122.92 nature damage per turn. Poison |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
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. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Wolfmire. Escort: lost sun paladin (level 2 of Wolfmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 |
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 honey tree root. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * '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.' | active |
Equipment
| On feet | pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Barolar' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +12% temporal +10% light +3% blight +11% darkness ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 5/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 82.83 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings can have magical properties. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
| Around waist | grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Resists +5% lightning +6% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 8/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| Main armor | spiked iron plate armour (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% A suit of armour made of metal plates. |
| Cloak | Ichorbane the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee Ret 16 nature ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 ---------- misc Infravis +2 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of mastery (0.10 Corruption / Hexes)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% light +10% darkness Blind- +20% ---------- misc Masteries +0.10 Corruption/Hexes Amulets can have magical properties. |
Inventory
iron greatmaul of massacre (27-40.5 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
iron greatsword (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Coalquarry the iron mace (13.5-18.9 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Acc +5 (+2 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +5 (+3 eff.) Heal/summ +20 Disarm- +20% ---------- misc Equi/ret +0.04 Psi/ret +0.04 Blunt and deadly. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 A belt that goes around your waist. |
linen robe of nature (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Obsidiantrencher the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Str 14 Heavy Armour Training [Rare] Nature While equipped: dps ---------- Mind.crit +1% Res.pen +25% darkness ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +22.00 ---------- misc Psi/ret +0.08 Max.hate +4.00 A suit of armour made of mail. |
shocking iron shield (4 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Str 11 Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Melee Ret 10 lightning ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
Strikewitch the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +20% lightning +10% darkness On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +3% lightning ---------- misc Light +5 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
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. |
7 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
Achievements
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Celinth the Shalore Doombringer level 5
77th Pyre 122nd year of Ascendancy at 22:19 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Celinth the Shalore Doombringer level 10
6th Flare 122nd year of Ascendancy at 08:37 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Celinth the Shalore Doombringer level 7
2nd Summertide 122nd year of Ascendancy at 21:37 see stats
Log
Celinth slows down.
Isyldawe the gloomy warg shares damage with his oozes!
Isyldawe the gloomy warg hits Celinth for 3 arcane damage.
Celinth hits Isyldawe the gloomy warg for 31 physical, 2 fire (33 total damage).
Isyldawe the gloomy warg uses Hack'n'Back.
Isyldawe the gloomy warg shares damage with his oozes!
Isyldawe the gloomy warg hits Celinth for 9 nature, 16 nature (24 total damage).
Isyldawe the gloomy warg receives 21 healing.
Burning from Celinth hits Isyldawe the gloomy warg for 11 fire damage.
Celinth hits Isyldawe the gloomy warg for 16 nature, 10 physical, 16 nature, 10 physical (52 total damage).
Talent Incinerating Blows is ready to use.
Poison from Isyldawe the gloomy warg hits Celinth for 69 nature damage.
Thorn Grab from Isyldawe the gloomy warg hits Celinth for 10 nature damage.
Isyldawe the gloomy warg shares damage with his oozes!
Isyldawe the gloomy warg receives 21 healing.
Burning from Celinth hits Isyldawe the gloomy warg for 11 fire damage.
Celinth misses Bloated ooze.
Talent Burning Sacrifice is ready to use.
Poison from Isyldawe the gloomy warg hits Celinth for 69 nature damage.
Thorn Grab from Isyldawe the gloomy warg hits Celinth for 10 nature damage.
Isyldawe the gloomy warg shares damage with his oozes!
Isyldawe the gloomy warg receives 21 healing.
Burning from Celinth hits Isyldawe the gloomy warg for 7 fire damage.
Poison from Isyldawe the gloomy warg hits Celinth for 92 nature damage.
Thorn Grab from Isyldawe the gloomy warg hits Celinth for 10 nature damage.
Celinth casts Rune: Phase Door.
Celinth is out of phase.
Saving game...
















































































