





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.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 6 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by storm drake hatchling at level 6 on the 78th Pyre 122nd year of Ascendancy at 14:29 / 1 |
Primary Stats
| Strength | 30 (base 29) |
| Dexterity | 14 (base 13) |
| Constitution | 12 (base 12) |
| Magic | 13 (base 12) |
| Willpower | 11 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -18/212 |
| Stamina | 65/118 |
| Vim | 120/120 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 0.25478815428145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 31 |
| Crit Chance | 7% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 12.317011280365 (72.903125182002%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 8 |
| Physical Save | 14 |
| Spell Save | 8 |
| Mental Save | 7 |
Defense: Resistances
| All | 0%( 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
| Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Main armor | iron mail armour (2 def, 4 armour)T1Normal heavy /armor (14.0 Encumbrance) While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) other ------- Fatigue +12% A suit of armour made of mail. |
| Light source | brass lanternT1Normal lite (2.0 Encumbrance) 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. |
| Around waist | rough leather belt of carryingT1Ego belt /armor (1.0 Encumbrance) Arcane Power Keywords: carrying While equipped: other ------- Encumbrance +21 Fatigue -4% A belt that goes around your waist. |
| In main hand | iron greatsword (17-27 power, 1 apr)T1Normal greatsword 2H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 17.0 - 27.2 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Inventory
acidic iron dagger of massacre (14-19 power, 5 apr)T1Ego dagger 1H /weapon (1.0 Encumbrance) Arcane Power/Masterpiece Keywords: acidic/massacre When used to attack: Weapon Damage 14.5 - 18.9 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Sharp, short and deadly. |
Olokor the iron mace (13-18 power, 2 apr)T1Rare mace 1H /weapon (3.0 Encumbrance) Psionic Power Keywords: thought When used to attack: Weapon Damage 13.0 - 18.2 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +7 mind On Hit: * 12% chance to reduce all saves and defense by 7 While equipped: Stats +2Wil +3Cun +2Con defense ------ Resistance +3% mind Crit Resistance 10.00% Blunt and deadly. |
arcing iron mace of daylight (13-18 power, 2 apr)T1Ego mace 1H /weapon (3.0 Encumbrance) Arcane Power Keywords: arcing/daylight When used to attack: Weapon Damage 13.0 - 18.2 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 light Damage Against +6% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
mossy mindstar of life (2-3 power, 12 apr, mind damage)T1Ego mindstar 1H /weapon (3.0 Encumbrance) Nature Power Keywords: life When used to attack: Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) defense ------ Life +11.00 Life Regen +0.50 other ------- Talents +1 Attune Mindstar 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. |
potent elm magestaff (13-16 power, 2 apr, fire element)T1Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: potent When used to attack: Weapon Damage 13.0 - 15.6 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +13% fire Spell Crit +1% Spellpower +5 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
MagmawinterT1Rare belt /armor (1.0 Encumbrance) Masterpiece Keywords: insulate While equipped: Stats +2Cun +3Wil offense ------ Mind Crit +1% defense ------ Resistance +15% fire +6% cold other ------- Resource +0.04 Psi when hit A belt that goes around your waist. |
spellwoven linen robe (0 def, 0 armour)T1Ego cloth /armor (2.0 Encumbrance) Arcane Power Keywords: spellwoven While equipped: offense ------ Spell Crit +2% Spellpower +2 (+2 eff.) defense ------ Resistance +7% all Spell save +15 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves (0 def, 1 armour)T1Normal hands /armor (1.0 Encumbrance) While equipped: defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kysarion the rough leather cap (0 def, 3 armour)T1Rare head /armor (2.0 Encumbrance) Masterpiece Keywords: con While equipped: Stats +3Con defense ------ Armor +3 Resistance +3% light Life +20.00 Immune +20% Confus other ------- Fatigue +1% A cap made of leather. |
Siludhewe the linen wizard hat (1 def, 0 armour)T1Rare head /armor (2.0 Encumbrance) Nature Power Keywords: lightning While equipped: offense ------ Damage Change +10% lightning Ignore resists +15% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +1 (+1 eff.) Resistance +21% lightning +3% blight A pointy cloth hat, very wizardly... |
steel mail armour of lightning resistance (2 def, 6 armour)T2Ego heavy /armor (14.0 Encumbrance) Masterpiece Keywords: lightning res While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Resistance +15% lightning other ------- Fatigue +12% A suit of armour made of mail. |
reinforced iron shield of arcane resistance (+10%) (0 def, 3 armour, 43 block)T1Ego shield /armor (7.0 Encumbrance) Antimagic Power/Masterpiece Keywords: reinforced/arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +3 Resistance +10% arcane other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
reinforced steel shield of cold resistance (+15%) (0 def, 7 armour, 56 block)T2Ego shield /armor (7.0 Encumbrance) Masterpiece Keywords: cold/reinforced Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +7 Resistance +15% cold other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
agateT1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Unique lite (1.0 Encumbrance) Arcane Power While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 55.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 55.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Quest rod /charm (2.0 Encumbrance) Unknown Power 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 ChestQuest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
piercing elm totem of stinging [power 110] (15 cooldown)T1Ego totem /charm (2.0 Encumbrance) Nature Power Keywords: piercing/stinging Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By ImWinning the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 18:21 see stats
Log
ImWinning stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
ImWinning picks up (n.): agate.
Ran for 4 turns (stop reason: hostile spotted to the west (storm drake hatchling)).
ImWinning rushes out!
Storm drake hatchling is on fire!
ImWinning hits Storm drake hatchling for 53 physical, 3 fire (56 total damage).
Melee retaliation hits ImWinning for 2 lightning damage.
Burning from ImWinning hits Storm drake hatchling for 1 fire damage.
Storm drake hatchling hits ImWinning for 32 physical damage.
ImWinning hits Storm drake hatchling for 45 physical, 3 fire (48 total damage).
Melee retaliation hits ImWinning for 2 lightning damage.
Storm drake hatchling hits ImWinning for 31 physical damage.
Storm drake hatchling hits ImWinning for 31 physical damage.
Burning from ImWinning hits Storm drake hatchling for 2 fire damage.
Storm drake hatchling hits ImWinning for 35 physical damage.
Storm drake hatchling is on fire!
ImWinning hits Storm drake hatchling for 56 physical, 3 fire (59 total damage).
Melee retaliation hits ImWinning for 2 lightning damage.
Storm drake hatchling hits ImWinning for 31 physical damage.
Storm drake hatchling hits ImWinning for 31 physical damage.
Burning from ImWinning hits Storm drake hatchling for 2 fire damage.
Burning from ImWinning hits Storm drake hatchling for 1 fire damage.
Storm drake hatchling hits ImWinning for 34 physical damage.
ImWinning the level 6 higher doombringer was tortured to death by a storm drake hatchling on level 2 of Trollmire.











































































