











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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:
Better Item Description 1.7.2This 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 1.7.2Quality 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. 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:
ZOmnibus Addon Pack 1.7.0Combines 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: 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 | Normal Roguelike |
Sex | Male |
Race | Ghoul |
Class | Bulwark |
Level / Exp | 23 / 87% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 23 on the 35th Regrowth 123rd year of Ascendancy at 01:10 / 1 |
Primary Stats
Strength | 79 (base 48) |
Dexterity | 30 (base 12) |
Constitution | 79 (base 48) |
Magic | 11 (base 10) |
Willpower | 23 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -18/1092 |
Stamina | 159/232 |
Healing Factor | 1.5168020097746 |
Regeneration | 32.074526553338 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 90 |
Accuracy | 43 |
Crit Chance | 8% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +6% |
Darkness | +16% |
Blight | +3% |
Cold | +30% |
Fire | +21% |
All | 0% |
Offense: Damage Penetration
Lightning | +19% |
Darkness | +24% |
Blight | +19% |
Acid | +19% |
Mind | +24% |
All | +9% |
Defense: Base
Armour (hardiness) | 58.50863224038 (94.051442452011%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 44 |
Physical Save | 48 |
Spell Save | 38 |
Mental Save | 32 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 37%( 70%) |
Physical | + 19%( 70%) |
Cold | + 70%( 70%) |
All | + 17%( 70%) |
Darkness | + 51%( 70%) |
Light | + 27%( 70%) |
Mind | + 41%( 70%) |
Fire | + 57%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 29% |
Fear Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 80% |
Blind Resistance | 20% |
Inscriptions (3/3)
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 223 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 3 blight, 4 temporal, 4 arcane, 3 nature |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
Undead / Ghoul | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed warg claw. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed snow giant kidney. * You've found the needed black mamba head. | 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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T1 arrow ammo [Ego++] Master Power 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +19.0% Capacity 15 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +46.00 Heal.mod +10% ---------- 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +15% blight +3% physical +8% darkness +15% fire Spell.save +10 (+4 eff.) Mind.save +9 (+5 eff.) Max.HP +40.00 Blind- +20% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 4 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +2 Dmg.mod +3% blight Res.pen +10% acid Melee Ret 2 temporal ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +14.00 Max.vim +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +6% fire Res.pen +10% lightning Melee Ret 6 lightning ----- def ----- Resists +12% light +12% fire Setup a psionic shield, reducing all damage taken by 115 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 4 tidal wave that expands slowly over 7 turns, dealing 13.63 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +6 Resists +22% darkness Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% Res.pen +10% darkness Acc +7 (+2 eff.) Apr +13 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% mind Mind.save +9 (+5 eff.) Confus- +29% ---------- misc Psi/ret +0.04 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +15% fire Res.pen +9% all Acc +12 (+4 eff.) Apr +9 ----- def ----- Resists +6% blight Spell.save +6 (+2 eff.) HP.reg +4.00 One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str dps ---------- Apr +3 ----- def ----- Defense +10 (+5 eff.) Resists +12% fire +6% cold HP.reg +4.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 While equipped: dps ---------- Mind.pwr +30 (+11 eff.) Dmg.mod +6% light Res.pen +15% mind ----- def ----- Armour +10 Fatigue +8% Resists +23% cold ---------- misc Equi/ret +0.08 Psi/ret +0.16 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag +2 Wil dps ---------- Crit.mult +12.00% Dmg.mod +5% darkness Res.pen +5% darkness +10% blight Acc +7 (+2 eff.) Apr +6 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 On Melee Ret: * 22% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +9% fire +11% darkness Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +5 Str +4 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +16 Defense +5 (+3 eff.) Fatigue +22% Resists +7% mind +12% acid Mind.save +15 (+8 eff.) ---------- misc Stam/turn +3.00 A suit of armour made of metal plates. |
Inventory
![]() 3.0 T3 battleaxe 2H weapon [Ego] Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +42% Massive two-handed battleaxes. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Str +3 Dex dps ---------- Dmg.mod +12% nature +18% fire Res.pen +10% nature +25% fire Acc +7 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +29% Blunt and deadly. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +19 Fatigue +22% Max.HP +22.00 A suit of armour made of metal plates. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +19% temporal Def/telep +11 Res/telep +12% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
Achievements
By Carnarius the Ghoul Bulwark level 20
8th Allure 123rd year of Ascendancy at 04:31 see stats
By Carnarius the Ghoul Bulwark level 6
4th Flare 122nd year of Ascendancy at 20:31 see stats
By Carnarius the Ghoul Bulwark level 17
75th Haze 122nd year of Ascendancy at 23:51 see stats
By Carnarius the Ghoul Bulwark level 10
11st Dusk 122nd year of Ascendancy at 01:37 see stats
By Carnarius the Ghoul Bulwark level 20
5th Allure 123rd year of Ascendancy at 17:26 see stats
By Carnarius the Ghoul Bulwark level 14
48th Dusk 122nd year of Ascendancy at 14:40 see stats
By Carnarius the Ghoul Bulwark level 14
42nd Dusk 122nd year of Ascendancy at 23:03 see stats
By Carnarius the Ghoul Bulwark level 19
3rd Decay 122nd year of Ascendancy at 16:36 see stats
Log
Grand Corruptor casts Drain.
Grand Corruptor hits Carnarius for 173 blight damage.
Weakness Disease from Grand Corruptor hits Carnarius for 36 blight damage.
Rotting Disease from Grand Corruptor hits Carnarius for 28 blight damage.
Carnarius activates Last Stand.
Weakness Disease from Grand Corruptor hits Carnarius for 29 blight damage.
Rotting Disease from Grand Corruptor hits Carnarius for 22 blight damage.
Weakness Disease from Grand Corruptor hits Carnarius for 29 blight damage.
Rotting Disease from Grand Corruptor hits Carnarius for 22 blight damage.
Carnarius uses Block.
Carnarius is free from the rotting disease.
Carnarius is free from the weakness disease.
Carnarius shrugs off Something's 'Burning Hex'!
Elven cultist's morale has been lowered.
You are unable to move!
Carnarius deactivates Last Stand.
Elven cultist casts Dark Portal.
Elven cultist casts Drain.
Carnarius is afflicted by a weakness disease!
Elven cultist hits Carnarius for 81 blight damage.
Grand Corruptor casts Drain.
Grand Corruptor hits Carnarius for 164 blight damage.
Carnarius the level 23 ghoul bulwark was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.