






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Items Vault 1.7.6Donators/Buyers bonus! 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 3 / 26% |
Size | medium |
Lifes / Deaths | Killed by orc archer at level 3 on the 18th Voratun 122nd year of Ascendancy at 02:42 / 1 |
Primary Stats
Strength | 25 (base 21) |
Dexterity | 8 (base 10) |
Constitution | 13 (base 10) |
Magic | 8 (base 10) |
Willpower | 15 (base 14) |
Cunning | 10 (base 10) |
Resources
Life | -12/159 |
Hate | 88/100 |
Healing Factor | 0.89575059565157 |
Regeneration | 0.22393764891289 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 38 |
Accuracy | 20 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | +8% |
Defense: Base
Armour (hardiness) | 9.5225936422747 (62.32946707186%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 12 |
Physical Save | 13 |
Spell Save | 8 |
Mental Save | 13 |
Defense: Resistances
Temporal | + 5%( 70%) |
Lightning | + 5%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
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. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | active |
Equipment
Tool | ![]() focusing elm totem of summon tentacle [power 95] (25 cooldown) 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 97 Armor: 0 All Resist: 0 Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Around waist | ![]() grounding rough leather belt of the mystic 1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: offense ------ Spellpower +2 (+2 eff.) (-) defense ------ Resistance +5%(-) lightning +5%(-) temporal Mind save +5 (+5 eff.) (-) A belt that goes around your waist. |
Main armor | ![]() iron mail armour (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Normal] While equipped: defense ------ Armor +4 (-) Defense +2 (+0 eff.) (-) Fatigue +12% (-) A suit of armour made of mail. |
Light source | ![]() brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
In main hand | ![]() Skullcleaver (Corpses) (120% power, 4 apr) 3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 (-) Critical Rate +12.0% (-) Attack Speed 100% (-) Lifesteal +10% (-) Damage Conversion 25%(-) blight While equipped: offense ------ Damage +8%(-) blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Inventory
![]() elm magestaff (Nightmares) (100% power, 2 apr, arcane element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Normal] Weapon Damage 100% (-21%) Range: 1.0x-1.2x (-0.2x) Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-2) Critical Rate +2.5% (-9.5%) Attack Speed 100% (-) Lifesteal +0% (-10%) Damage Conversion 0%(-25%) blight While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% arcane +0%(-8%) blight other ------- Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() iron battleaxe (Madness) (109% power, 1 apr) 3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Normal] Weapon Damage 109% (-12%) Range: 1.0x-1.5x (+0.1x) Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 (-3) Critical Rate +4.5% (-7.5%) Attack Speed 100% (-) Lifesteal +0% (-10%) Damage Conversion 0%(-25%) blight While equipped: offense ------ Damage +0%(-8%) blight Curse of Madness Massive two-handed battleaxes. |
![]() iron battleaxe (Nightmares) (108% power, 1 apr) 3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Normal] Weapon Damage 108% (-13%) Range: 1.0x-1.5x (+0.1x) Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 (-3) Critical Rate +4.5% (-7.5%) Attack Speed 100% (-) Lifesteal +0% (-10%) Damage Conversion 0%(-25%) blight While equipped: offense ------ Damage +0%(-8%) blight Curse of Nightmares Massive two-handed battleaxes. |
![]() iron greatsword of massacre (Shrouds) (131% power, 1 apr) 3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Ego] Master Weapon Damage 131% (+11%) Range: 1.0x-1.6x (+0.2x) Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 (-3) Critical Rate +2.5% (-9.5%) Attack Speed 100% (-) Lifesteal +0% (-10%) Damage Conversion 0%(-25%) blight While equipped: offense ------ Damage +0%(-8%) blight Curse of Shrouds Massive two-handed swords. |
![]() arcing iron longsword (Madness) (101% power, 2 apr) 3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 101% (-19%) Range: 1.0x-1.4x (+0.0x) Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 (-2) Critical Rate +2.5% (-9.5%) Attack Speed 100% (-) Lifesteal +0% (-10%) Damage Conversion 0%(-25%) blight On Hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Damage +0%(-8%) blight Curse of Madness Sharp, long, and deadly. |
![]() iron longsword (Madness) (101% power, 2 apr) 3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Normal] Weapon Damage 101% (-19%) Range: 1.0x-1.4x (+0.0x) Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 (-2) Critical Rate +2.5% (-9.5%) Attack Speed 100% (-) Lifesteal +0% (-10%) Damage Conversion 0%(-25%) blight While equipped: offense ------ Damage +0%(-8%) blight Curse of Madness Sharp, long, and deadly. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training Str 11 [Ego] Master When used to Attack: Weapon Damage 96% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +45 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Physical save +11 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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
Bumpity receives 1 healing from Unnatural Body.
Orc archer uses Infusion: Healing.
Ran for 3 turns (stop reason: hostile spotted to the northeast (orc archer)).
Orc archer receives 65 healing from Infusion: Healing.
Orc archer shoots!
Orc archer's Shoot hits Bumpity for 15 physical damage.
Orc archer shoots!
Orc archer's Shoot hits Bumpity for 15 physical damage.
Norgan uses Resilience of the Dwarves.
Norgan's skin turns to stone.
Orc archer shoots!
Bumpity is knocked back!
Norgan is knocked back!
Orc archer's Shoot hits Norgan for 52 physical damage.
Orc archer's Shoot hits Bumpity for 14 physical, 52 physical (66 total damage).
Orc archer shoots!
Orc archer's Shoot hits Bumpity for 12 physical damage.
Bumpity uses Infusion: Regeneration.
Bumpity starts regenerating health quickly.
Orc archer shoots!
Norgan is knocked back!
Bumpity is knocked back!
Orc archer's Shoot hits Norgan for 52 physical damage.
Orc archer's Shoot hits Bumpity for 12 physical, 52 physical (64 total damage).
Bumpity the level 3 dwarf cursed was raked to death by an orc archer on level 2 of Escape from Reknor.