
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Arena |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 21 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by red crystal at level 21 on the 77th Pyre 122nd year of Ascendancy at 06:36 / 1 |
Primary Stats
| Strength | 50 (base 44) |
| Dexterity | 10 (base 10) |
| Constitution | 21 (base 21) |
| Magic | 10 (base 10) |
| Willpower | 37 (base 34) |
| Cunning | 10 (base 10) |
Resources
| Life | -31/644 |
| Equilibrium | 10 |
| Healing Factor | 1.094804467222 |
| Regeneration | 7.1260360030566 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +13.036732321777% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 28 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 24.883307766991 (81.151787968034%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 14 |
| Physical Save | 23 |
| Spell Save | 16 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 1%( 70%) |
| Lightning | + 6%( 70%) |
| Cold | + 6%( 70%) |
| Mind | + 12%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Willpower stat. |
| 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
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 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. |
| Around neck | clarifying steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +12% mind Confus Resist +20% Amulets make your neck look great! |
| Main armor | iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
| Light source | brass lantern2.0 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. |
| On hands | sand rough leather gloves of strength (+3) (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 7 physical Damage +3% physical defense ------ Armor +7 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. |
| In main hand | flaming dwarven-steel greatmaul of rage (42-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +14 fire While equipped: Stats +3 Str offense ------ Damage +7% physical Accuracy +13 (+6 eff.) Massive two-handed mauls. |
Inventory
clarifying steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% mind Healmod +11% Cut Resist +40% Confus Resist +24% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warrior's steel amulet of willpower (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +6% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
restful gold amulet of constitution (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
elm magestaff (10-12 power, 2 apr, arcane 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 (+3 eff.) Damage +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic iron battleaxe (12-18 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 12.0 - 18.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
iron battleaxe (12-19 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
balanced iron greatsword of massacre (22-35 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +28% Massive two-handed swords. |
iron longsword (12-16 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
dwarven-steel longsword of projection (24-34 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Psionic Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
arcing iron waraxe (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
steel waraxe (10-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
elemental stralite waraxe (30-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +14% fire Ignore resists +7% fire One-handed war axes. |
balanced steel dagger of massacre (21-27 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 21.0 - 27.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +26% Sharp, short and deadly. |
balanced dwarven-steel dagger of paradox (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 temporal While equipped: offense ------ Accuracy +8 (+4 eff.) defense ------ Defense +8 (+8 eff.) Resistance +8% temporal Disarm Resist +20% Sharp, short and deadly. |
warbringer's dwarven-steel dagger of crippling (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Ignore resists +5% physical defense ------ Disarm Resist +13% Sharp, short and deadly. |
quiver of elven-wood arrows of accuracy (23/23, 42-58 power, 14 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego] Master Weapon Damage 41.5 - 58.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +14 Critical Rate +2.5% Capacity 23 Arrows are used with bows to pierce your foes to death. |
iron shield (0 def, 2 armour, 8-9 power, 18 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 7.5 - 9.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 14-16 power, 36.5 block)7.0 Encumbrance T2 shield armor [Normal] When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +36 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +16% acid A suit of armour made of leather. |
prismatic steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% light +11% darkness A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Life Regen +3.10 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+3 eff.) defense ------ Armor +2 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Achievements
Arena Battler 20 (Exploration mode)
Got to wave 20 in the arena.By glur the Cornac Wyrmic level 17
76th Pyre 122nd year of Ascendancy at 04:56 see stats
Level 10 (Exploration mode)
Got a character to level 10.By glur the Cornac Wyrmic level 10
75th Pyre 122nd year of Ascendancy at 05:49 see stats
Level 20 (Exploration mode)
Got a character to level 20.By glur the Cornac Wyrmic level 20
76th Pyre 122nd year of Ascendancy at 16:30 see stats
Log
Glur is on fire!
Red crystal's Flame Bolt hits glur for 74 fire damage.
Red crystal's Flame Bolt hits glur for 81 fire damage.
Burning from Red crystal hits glur for 52 fire damage.
Melee retaliation hits Bone giant for 2 cold damage.
Bone giant hits glur for 20 physical, 18 blight (38 total damage).
Talent Earth's Eyes is ready to use.
Talent Wing Buffet is ready to use.
Talent Swallow is ready to use.
Burning from Red crystal hits glur for 52 fire damage.
Melee retaliation hits Bone giant for 3 cold damage.
Bone giant hits glur for 21 physical, 18 blight (39 total damage).
Red crystal casts Flame Bolt.
Red crystal casts Flame Bolt.
Red crystal's Flame Bolt hits glur for 74 fire damage.
Burning from Red crystal hits glur for 63 fire damage.
Red crystal's Flame Bolt hits glur for 81 fire damage.
Melee retaliation hits Bone giant for 3 cold damage.
Bone giant hits glur for 23 physical, 18 blight (41 total damage).
Burning from Red crystal hits glur for 72 fire damage.
You collect a new ingredient: red crystal shard (1).
glur hits Red crystal for 37 physical damage.
glur killed Red crystal!
Melee retaliation hits Bone giant for 3 cold damage.
Bone giant hits glur for 23 physical, 18 blight (41 total damage).
Burning from Red crystal hits glur for 72 fire damage.
glur the level 21 cornac wyrmic was toasted to death by a red crystal on level 28 of The Arena.








































































