Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
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 | Cornac |
Class | Mindslayer |
Level / Exp | 15 / 51% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 15 on the 50th Haze 122nd year of Ascendancy at 12:12 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 11 (base 11) |
Dexterity | 10 (base 10) |
Constitution | 16 (base 13) |
Magic | 10 (base 10) |
Willpower | 42 (base 39) |
Cunning | 44 (base 31) |
Resources
Life | -126/349 |
Psi | 92/141 |
Healing Factor | 1.1545771506545 |
Regeneration | 4.3296643149544 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 31 |
Accuracy | 32 |
Crit Chance | 12% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 18 |
Mental Save | 36 |
Defense: Resistances
Blight | + 33%( 70%) |
Acid | + 14%( 70%) |
Nature | + 19%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Poison Resistance | 23% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
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 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
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 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
Escort the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell) | active |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. You have been shown a secret entrance to his stronghold. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * '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 snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T2 greatsword 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +1 Con defense ------ Resistance +5% blight Life Regen +2.00 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats +3 Cun defense ------ Defense +1 (+1 eff.) Mind save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
On feet | ![]() 3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con defense ------ Armor +3 Fatigue +2% Physical save +11 (+5 eff.) Mind save +12 (+5 eff.) other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+4 eff.) Ignore Armor +7 defense ------ Defense +7 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +11% nature +10% blight Poison Resist +23% Disease Resist +20% Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 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 any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. 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! |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +4 Fatigue +1% Mind save +6 (+3 eff.) Life +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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Nature/Disrupt While equipped: defense ------ Resistance +6% acid +6% blight Life +34.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +5% defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +44.00 Life Regen +1.50 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.84 to 92.51 lightning damage (61.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 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. |
![]() 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. |
Achievements
By Dycon the Cornac Mindslayer level 14
16th Haze 122nd year of Ascendancy at 18:10 see stats
By Dycon the Cornac Mindslayer level 11
7th Flare 122nd year of Ascendancy at 05:29 see stats
By Dycon the Cornac Mindslayer level 10
8th Mirth 122nd year of Ascendancy at 03:29 see stats
By Dycon the Cornac Mindslayer level 5
77th Pyre 122nd year of Ascendancy at 17:13 see stats
By Dycon the Cornac Mindslayer level 7
78th Pyre 122nd year of Ascendancy at 23:09 see stats
By Dycon the Cornac Mindslayer level 11
34th Dusk 122nd year of Ascendancy at 21:02 see stats
Log
You gain 1.71 gold from the transmogrification of biting gale rune of the titan (damage 78; dur 4; cd 15).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Emytira the skeleton magus casts Rime Wraith.
Dycon activates his innervating iron torque of mindblast!
Emytira the skeleton magus shrugs off the effect 'Silenced'!
Dycon hits Emytira the skeleton magus for 40 mind damage.
Dycon attunes to the damage.
Emytira the skeleton magus casts Call of the Crypt.
Rime Wraith from Emytira the skeleton magus hits Dycon for 66 cold damage.
Dycon uses Infusion: Movement.
Dycon is moving at extreme speed!
Delorath, the lost warrior says: 'Help! Armoured skeleton warrior to the southeast!'
Dycon uses Telekinetic Smash.
Dycon slows down.
Emytira the skeleton magus shrugs off the effect 'Stunned'!
Dycon hits Emytira the skeleton magus for 68 physical, 7 physical, 52 physical, 7 physical (133 total damage).
Dycon's Beyond the Flesh hits Emytira the skeleton magus for 44 physical, 7 physical (50 total damage).
Armoured skeleton warrior receives 23 healing from Rime Wraith from Emytira the skeleton magus.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Dycon.
Armoured skeleton warrior hits Dycon for 207 cold, 128 cold (334 total damage).
Emytira the skeleton magus receives 14 healing from Rime Wraith from Emytira the skeleton magus.
Rime Wraith from Emytira the skeleton magus hits Dycon for 77 cold damage.
Dycon the level 15 cornac mindslayer was frozen and shattered into a million little shards to death by an armoured skeleton warrior on level 7 of Dreadfell.