





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! Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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. 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 | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 21 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 26 (base 26) |
| Dexterity | 12 (base 12) |
| Constitution | 23 (base 23) |
| Magic | 33 (base 33) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 396/418 |
| Hate | 100/100 |
| Vim | 110/110 |
| Healing Factor | 0.80990222118212 |
| Regeneration | 0.80990222118212 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +23.036732321777% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 44 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 44 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 1% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | -51% |
| Darkness | -49% |
| Mind | -54% |
| All | -60% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +5% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 3 |
| Physical Save | 21 |
| Spell Save | 19 |
| Mental Save | 19 |
Defense: Resistances
| Acid | +100%(100%) |
| Darkness | + 47%(100%) |
| Blight | +100%(100%) |
| Cold | + 33%(100%) |
| Fire | -21%(100%) |
| All | + 19%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 10% |
| Pinning Resistance | 10% |
| Teleport Resistance | 20% |
| Blind Resistance | 100% |
Inscriptions (1/1)
| 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 60 life over 5 turns. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
| beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
Quests
Equipment
| On fingers | mule's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Fatigue -5% Resists +22% darkness ---------- misc Max.enc +20 Rings make your fingers look great! |
| On fingers | copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
| Around waist | rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
| Main armor | Cyraldakira (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +3% blight +17% cold Mind.save +9 (+5 eff.) Heal.mod +20% Cut- +10% Pinning- +10% Teleport- +20% A suit of armour made of leather. |
| In off hand | iron mace 'Eclipsebright' (14-19 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Dmg.mod +9% blight Res.pen +25% darkness ----- def ----- Resists +3% darkness Blunt and deadly. |
| In main hand | Jetbloom the steel mace (14-19 power, 3 apr)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% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Dmg.mod +6% mind Res.pen +5% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 6 ----- def ----- Resists +6% acid +9% darkness Blunt and deadly. |
Inventory
Rainjam (14-19 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Master Power 14.5 - 18.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 arcane On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Res.pen +15% cold Acc +15 (+5 eff.) ----- def ----- Defense +8 (+8 eff.) Resists +5% arcane Disarm- +38% Sharp, short and deadly. |
acidic steel greatmaul of massacre (41-62 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Massive two-handed mauls. |
elemental stralite greatmaul of shearing (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 76 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +12% all +28% cold Acc +9 (+3 eff.) Apr +10 Massive two-handed mauls. |
dwarven-steel longsword 'Glessra' (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +7% physical Melee Ret 2 mind ----- def ----- Resists +9% acid Phys.save +15 (+7 eff.) Max.HP +20.00 Cut- +10% Disarm- +11% Pinning- +10% Sharp, long, and deadly. |
steel mace 'Ce'Nelaith' (16-23 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+5 eff.) Dmg.mod +6% mind Res.pen +6% all Acc +7 (+2 eff.) Apr +7 ---------- misc Max.hate +6.00 Blunt and deadly. |
arcing iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage One-handed war axes. |
steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
truestriking iron waraxe of dampening (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Disrupt/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +5 (+1 eff.) Apr +6 ----- def ----- Resists +8% acid +8% lightning +8% cold +7% fire +3% all Spell.save +6 (+3 eff.) One-handed war axes. |
Zanirak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% ----- def ----- Defense +2 (+2 eff.) Mind.save +3 (+2 eff.) Max.HP +41.00 ---------- misc Equi/ret +0.04 Infravis +3 See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phoenixraider (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +17% light +3% mind +15% arcane Res.pen +5% mind ----- def ----- Resists +12% fire +25% light +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chargeobsidian (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 12 darkness Dmg.mod +6% darkness +9% lightning Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +2 Resists +3% acid +10% darkness +3% lightning 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. |
Erurain the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +3% light +9% acid Max.HP +20.00 HP.reg +3.00 Blind- +20% Stun/Frz- +10% ---------- misc Stam/turn +0.60 Mana/turn +0.04 Max.stam +25.00 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. |
Ivyvena (10 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +3% mind ----- def ----- Armour +2 Defense +10 (+10 eff.) Resists +6% mind Phys.save +14 (+7 eff.) Spell.save +3 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +31% ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Delogrim' (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Phys.crit +3.0% Mind.pwr +10 (+9 eff.) Acc +12 (+4 eff.) Apr +7 ----- def ----- Armour +2 Defense +10 (+10 eff.) Fatigue +3% Resists +4% physical Die.at -20.00 life ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Robe of the Worm (Improved) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Cosmetic Item] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Karim the dwarven-steel shield (0 def, 6 armour, 85.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +1 Wil dps ---------- Mind.pwr +15 (+12 eff.) Res.pen +20% temporal ----- def ----- Armour +6 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
powerful ash totem of stinging [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 78 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Lore found: Loremaster Greynot's Analysis of the Races - Introduction
Lore found: tattered paper scrap (trollmire)
Lore found: Spellhunter's Guide part 2: How to Battle a Magic-User
Lore found: Rogues do it from behind
Lore found: letter (rhaloren camp)
Lore found: history of Mal'Rok (mistranslated)
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
New Achievement: Home sweet home (Exploration mode)!
Splash screen unlocked: Yiilkgur, the Sher'Tul Fortress
You transfer Steel Helm of Garkul (0 def, 6 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Character control switched to worm that walks (servant of Mal'Thul).
Mal'Thul activates Chaos Orbs.
Worm that walks (servant of Mal'Thul) deactivates Infestation.
Worm that walks (servant of Mal'Thul) activates Infestation.
Worm that walks (servant of Mal'Thul) deactivates Worm that Walks Link.
Worm that walks (servant of Mal'Thul) activates Worm that Walks Link.
Worm that walks (servant of Mal'Thul) deactivates Ruin.
Worm that walks (servant of Mal'Thul) activates Ruin.
Worm that walks (servant of Mal'Thul) switches his weapons to: unarmed.
Worm that walks (servant of Mal'Thul) switches his weapons to: Jetbloom the steel mace
iron mace 'Eclipsebright'.
You transfer resilient cashmere cloak of battle (2 def, 0 armour) to the online item's vault.
Saving done.














































