






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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: 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:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Yeek |
Class | Corruptor |
Level / Exp | 8 / 99% |
Size | small |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 9th Mirth 122nd year of Ascendancy at 01:43 / 1 |
Primary Stats
Strength | 7 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 7 (base 12) |
Magic | 30 (base 30) |
Willpower | 27 (base 21) |
Cunning | 17 (base 10) |
Resources
Life | -10/168 |
Vim | 21/182 |
Healing Factor | 0.96880457979619 |
Regeneration | 2.1798103045414 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 10 |
Accuracy | 4 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 3 |
Physical Save | 4 |
Spell Save | 19 |
Mental Save | 22 |
Defense: Resistances
Darkness | + 5%( 70%) |
Lightning | + 15%( 70%) |
Light | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 55% |
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Poison Resistance | 50% |
Silence Resistance | 20% |
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 / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
Equipment
On feet | ![]() pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 (-) other ------- Stamina/turn +0.30 (-) Max stamina +10.00 (-) A pair of boots made of leather. |
On hands | ![]() radiant rough leather gloves (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6(-) light Damage +3%(-) light defense ------ Armor +1 (-) Resistance +5%(-) light 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. |
On head | ![]() rough leather cap (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 (-) Fatigue +1% (-) A cap made of leather. |
Tool | ![]() 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 4 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: 95 Armor: 0 All Resist: 0 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() copper ring of perseverance 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 (-) Stun Resist +22% (-) Rings make your fingers look great! |
Around waist | ![]() nightruned rough leather belt of the mystic 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +2 (+1 eff.) (-) defense ------ Resistance +5%(-) light +5%(-) darkness Mind save +5 (+2 eff.) (-) A belt that goes around your waist. |
Main armor | ![]() Eel-skin armour (16 def, 0 armour) 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3(-) Cun +2(-) Dex defense ------ Defense +16 (+15 eff.) (-) Fatigue +2% (-) Resistance +15%(-) lightning Poison Resist +50% (-) Pinning Resist +50% (-) On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.60 to 97.81 lightning damage (65.21 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
In main hand | ![]() elm starstaff of illumination (10-12 power, 2 apr, darkness element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-) Critical Rate +2.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +1% (-) Spellpower +3 (+1 eff.) (-) Damage +10%(-) darkness defense ------ Defense +6 (+5 eff.) (-) other ------- Light +2 (-) Talents +1.00(-) Command Staff This staff offers 10% bonus to darkness damage. (included above) Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 54.43 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() bright brass lantern 2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +6 (-) 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. |
Inventory
![]() elm vilestaff (10-12 power, 2 apr, fire element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-) Critical Rate +2.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +1% (-) Spellpower +3 (+1 eff.) (-) Damage +0%(-10%) darkness +10% fire defense ------ Defense +0 (+0 eff.) (-6 (-5 eff.)) other ------- Light +0 (-2) Talents +1.00(-) Command Staff This staff offers 10% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() River's Fury (23-32 power, 8 apr) 3.0 Encumbrance T1 trident 2H weapon Reqs Str 12 [Unique] Arcane Weapon Damage 23.0 - 32.2(+13.0 - +20.2) Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 (+6) Critical Rate +5.0% (+2.5%) Attack Speed 100% (-) On-hit +15 cold While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +10 (+5 eff.) (+7 (+4 eff.)) Move Speed +10% Damage +0%(-10%) darkness +10% cold Accuracy +10 (+10 eff.) defense ------ Defense +0 (+0 eff.) (-6 (-5 eff.)) Resistance +10% cold other ------- Light +0 (-2) Talents +0(+-1) Command Staff On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.66 cold damage and 7.66 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() acidic iron waraxe (12-18 power, 2 apr) 3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 12.5 - 17.5(+2.5 - +5.5) Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 (-) Critical Rate +3.5% (+1.0%) Attack Speed 100% (-) On Critical: + Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-1 eff.)) Damage +0%(-10%) darkness defense ------ Defense +0 (+0 eff.) (-6 (-5 eff.)) other ------- Light +0 (-2) Talents +0(+-1) Command Staff One-handed war axes. |
![]() linen robe (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Normal] While equipped: Stats +0(-3) Cun +0(-2) Dex defense ------ Defense +0 (+0 eff.) (-16 (-15 eff.)) Fatigue +0% (-2%) Resistance +0%(-15%) lightning +7% all Poison Resist +0% (-50%) Pinning Resist +0% (-50%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +3 (+2) Fatigue +5% (+4%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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. |
![]() 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: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 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 (-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. |
![]() Tooth of the Mouth (dig speed 12 turns) 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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. |
![]() 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. |
Achievements
By Gonk the Yeek Corruptor level 8
6th Mirth 122nd year of Ascendancy at 21:10 see stats
Log
Gonk receives 48 healing from Infusion: Healing.
Gonk uses Infusion: Wild.
Gonk lessens the pain.
Talent Blood Spray is ready to use.
Forest Troll Hedge-Wizard is no longer cursed.
Forest Troll Hedge-Wizard reflects damage back to Gonk!
Forest Troll Hedge-Wizard hits Gonk for 20 reflected damage.
Rotting Disease from Gonk hits Forest Troll Hedge-Wizard for (20 absorbed), 0 blight (0 total damage).
Gonk casts Blood Spray.
Forest Troll Hedge-Wizard is afflicted by a weakness disease!
Forest Troll Hedge-Wizard reflects damage back to Gonk!
Forest Troll Hedge-Wizard hits Gonk for 81 reflected damage.
Gonk hits Forest Troll Hedge-Wizard for (81 absorbed), 0 blight (0 total damage).
Talent Soul Rot is ready to use.
Talent Blood Grasp is ready to use.
Forest Troll Hedge-Wizard speeds up.
Forest Troll Hedge-Wizard reflects damage back to Gonk!
Forest Troll Hedge-Wizard hits Gonk for 16 reflected, 20 reflected (36 total damage).
Rotting Disease from Gonk hits Forest Troll Hedge-Wizard for (20 absorbed), 0 blight (0 total damage).
Weakness Disease from Gonk hits Forest Troll Hedge-Wizard for (16 absorbed), 0 blight (0 total damage).
Gonk uses Infusion: Regeneration.
Gonk starts regenerating health quickly.
Forest Troll Hedge-Wizard misses Gonk.
Forest Troll Hedge-Wizard reflects damage back to Gonk!
Forest Troll Hedge-Wizard hits Gonk for 16 reflected, 20 reflected (36 total damage).
Rotting Disease from Gonk hits Forest Troll Hedge-Wizard for (20 absorbed), 0 blight (0 total damage).
Weakness Disease from Gonk hits Forest Troll Hedge-Wizard for (16 absorbed), 0 blight (0 total damage).
Gonk the level 8 yeek corruptor was battered to death by Forest Troll Hedge-Wizard on level 2 of Trollmire.