
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.5.10This 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 ZOmnibus Addon Pack 1.5.0Combines 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 1.5.9Official 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 | Writhing One |
| Level / Exp | 2 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by The Spinal Cord at level 2 on the 76th Pyre 122nd year of Ascendancy at 06:07 / 1 |
Primary Stats
| Strength | 17 (base 17) |
| Dexterity | 10 (base 10) |
| Constitution | 13 (base 13) |
| Magic | 17 (base 15) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -2/137 |
| Insanity | 77/100 |
| Healing Factor | 1.0245901639344 |
| Regeneration | 12.551229508196 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 19 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 4 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
Defense: Base
| Armour (hardiness) | 6.5 (43.636363636364%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 12 |
| Physical Save | 15 |
| Spell Save | 9 |
| Mental Save | 12 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Temporal | + 19%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | Huge cut that bleeds, doing 3.96 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is being driven mad by the void, taking 11.51 darkness damage per turn and reducing all powers by 7. Dark Whispers |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have to destroy the Worm's neural spine. | active |
Equipment
| Around waist | [vs. grounding rough leather belt (Around waist)]grounding rough leather belt 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5%(-) lightning +6%(-) temporal A belt that goes around your waist. |
| Main armor | [vs. iron mail armour (2 def, 4 armour) (Main armor)]iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Str 14 Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +4 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) A suit of armour made of mail. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 (-) 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 | [vs. steady rough leather gloves of magic (+2) (0 def, 1 armour) (On hands)]steady rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2(-) Mag dps ---------- Dmg.mod +3%(-) arcane Acc +5 (+2 eff.) (-) ----- def ----- Armour +1 (-) Phys.save +5 (+5 eff.) (-) Mind.save +5 (+5 eff.) (-) Disarm- +21% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In main hand | [vs. flaming iron mace (104% power, 2 apr) (In main hand)]flaming iron mace (104% power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 (-) Crit +0.5% (-) Atk.spd 100% (-) On Hit.r1 +5(-) fire Blunt and deadly. |
Inventory
sun infusion of the titan (rad 5; power 28; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 28) for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild (on body)]wild infusion (resist 12%; cure physical) 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 6; power 19; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. flaming iron mace (104% power, 2 apr) (In main hand)]iron greatmaul (113% power, 1 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Normal] Power 113% (+8%) Range: 1.5x (+0.1x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 (-1) Crit +0.5% (-) Atk.spd 100% (-) On Hit.r1 +0(-5) fire Massive two-handed mauls. |
[vs. flaming iron mace (104% power, 2 apr) (In main hand)]iron greatsword of vileness (112% power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane Power 112% (+7%) Range: 1.6x (+0.2x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 (-1) Crit +2.5% (+2.0%) Atk.spd 100% (-) Melee+ +10 blight On Hit.r1 +0(-5) fire On Hit: * 7% chance to disease (+7%) Massive two-handed swords. |
[vs. flaming iron mace (104% power, 2 apr) (In main hand)]iron longsword (101% power, 2 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Normal] Power 101% (-4%) Range: 1.4x (+0.0x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 (-) Crit +2.5% (+2.0%) Atk.spd 100% (-) On Hit.r1 +0(-5) fire Sharp, long, and deadly. |
[vs. flaming iron mace (104% power, 2 apr) (In main hand)]iron longsword (105% power, 2 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Normal] Power 106% (+1%) Range: 1.4x (+0.0x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 (-) Crit +2.5% (+2.0%) Atk.spd 100% (-) On Hit.r1 +0(-5) fire Sharp, long, and deadly. |
[vs. flaming iron mace (104% power, 2 apr) (In main hand)]iron mace of massacre (114% power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Master Power 114% (+9%) Range: 1.4x (+0.0x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 (-) Crit +0.5% (-) Atk.spd 100% (-) On Hit.r1 +0(-5) fire Blunt and deadly. |
[vs. flaming iron mace (104% power, 2 apr) (In main hand)]balanced iron waraxe of daylight (103% power, 2 apr) 3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane/Master Power 104% (-1%) Range: 1.4x (+0.0x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 (-) Crit +3.5% (+3.0%) Atk.spd 100% (-) Melee+ +6 light Against +6% Undead On Hit.r1 +0(-5) fire While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +23% One-handed war axes. |
[vs. flaming iron mace (104% power, 2 apr) (In main hand)]mossy mindstar of life (77% power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Power 77% (-27%) Range: 1.1x (-0.3x) Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 (+10) Crit +2.5% (+2.0%) Atk.spd 100% (-) On Hit.r1 +0(-5) fire While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.50 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. |
arcing pouch of iron shots (14/14, 114% power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Ego] Arcane Power 114% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 14 Ranged+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
iron shield (4 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Str 11 Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 17 block)7.0 T1 shield armor Reqs Str 11 Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]mindwoven linen robe of Angolwen (0 def, 0 armour) 2.0 T1 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +2 Mag dps ---------- Mind.crit +2% Spell.pwr +7 (+7 eff.) Mind.pwr +2 (+2 eff.) S.pwr/crit +2 ----- def ----- Armour +0 (-4) Defense +0 (+0 eff.) (-2 (-2 eff.)) Fatigue +0% (-12%) Mind.save +15 (+11 eff.) Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]spellwoven linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) ----- def ----- Armour +0 (-4) Defense +0 (+0 eff.) (-2 (-2 eff.)) Fatigue +0% (-12%) Spell.save +15 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]spiked iron plate armour of fire resistance (3 def, 7 armour) 17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 (+3) Defense +3 (+3 eff.) (+1 (+1 eff.)) Fatigue +20% (+8%) Resists +15% fire A suit of armour made of metal plates. |
[vs. grounding rough leather belt (Around waist)]rough leather belt of transcendence 1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Resists +0%(-5%) lightning +0%(-6%) temporal Phys.save +5 (+5 eff.) A belt that goes around your waist. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Achievements
Log
Street Preacher uses Infusion: Healing.
Street Preacher stops bleeding.
Street Preacher receives 51 healing from Infusion: Healing.
Street Preacher uses Infusion: Wild.
Street Preacher is no longer pinned.
Street Preacher is cured!
Street Preacher lessens the pain.
Street Preacher casts Diseased Tongue.
The Spinal Cord shrugs off the effect 'Decrepitude Disease'!
Street Preacher hits The Spinal Cord for 13 darkness damage.
The Spinal Cord casts Dark Whispers.
Dark Whispers from The Spinal Cord hits Street Preacher for 7 darkness damage.
Street Preacher hits The Spinal Cord for 15 physical, 6 fire, 7 darkness (28 total damage).
The Spinal Cord casts Bone Spear.
Street Preacher starts to bleed.
The Spinal Cord hits Street Preacher for 27 physical damage.
Dark Whispers from The Spinal Cord hits Street Preacher for 8 darkness damage.
Bleeding from The Spinal Cord hits Street Preacher for 3 physical damage.
Street Preacher hits The Spinal Cord for 13 physical, 5 fire, 8 darkness (26 total damage).
The Spinal Cord hits Street Preacher for 10 physical damage.
Dark Whispers from The Spinal Cord hits Street Preacher for 8 darkness damage.
Bleeding from The Spinal Cord hits Street Preacher for 2 physical damage.
Street Preacher uses Infusion: Regeneration.
Street Preacher starts regenerating health quickly.
The Spinal Cord casts Bone Grab.
Saving game...
































































