Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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: Items Vault 1.7.0Donators/Buyers bonus! Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: 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! 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:
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 | Normal Adventure |
Sex | Male |
Race | Wolf |
Class | War Hound |
Level / Exp | 16 / 70% |
Size | small |
Lifes / Deaths | Killed by Bederan the dwarf at level 11 on the 4th Dusk 122nd year of Ascendancy at 19:33 2 / 3Killed by Ivylaith the snow giant chieftain at level 16 on the 64th Haze 122nd year of Ascendancy at 05:54 Killed by Ivylaith the snow giant chieftain at level 16 on the 64th Haze 122nd year of Ascendancy at 11:09 |
Primary Stats
Strength | 13 (base 11) |
Dexterity | 40 (base 33) |
Constitution | 12 (base 10) |
Magic | 34 (base 33) |
Willpower | 12 (base 10) |
Cunning | 18 (base 17) |
Resources
Life | 357/762 |
Fury | 120/126 |
Stamina | 82/187 |
Paradox | 310 |
Healing Factor | 1.3591526171258 |
Regeneration | 16.038000882084 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 7 |
Offense: Barehand
Damage | 39 |
Accuracy | 57 |
Crit Chance | 10% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 0 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +4% |
Light | +4% |
Temporal | +16% |
Blight | +3% |
Physical | +5% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Defense: Base
Armour (hardiness) | 39.123026954001 (45.249210781601%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 19 |
Mental Save | 7 |
Defense: Resistances
Lightning | + 12%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 11%( 70%) |
Fire | + 7%( 70%) |
Cold | + 8%( 70%) |
All | + 2%( 70%) |
Defense: Immunities
Teleport Resistance | 25% |
Stun Resistance | 20% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Inscriptions (0/0)
Class Talents
Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-heart / Perseverance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Locomotion | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-heart / Blood Scent | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Ego / Wolf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Spotting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Howling | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Martial Training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Natural Combat | 1.00 |
| 6/10 |
| 0/10 |
| 6/10 |
| 2/10 |
| 5/10 |
| 5/10 |
| 6/10 |
| 2/10 |
Effects
talent | Solitarity |
talent | Temporal Hounds |
detrimental effect | The target is frightened, reducing all of its powers by 109. Intimidated |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
beneficial effect | Immune to miasma engine effects. Miasma Adaptation |
detrimental effect | Your peace has been disturbed! SolitarityYou must dispatch the 8 enemies disturbing you before you will find peace. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: SeparationWith that said, you have become a War Hound. What could this possibly mean...? *** Scent of the Wilds Smells hold all sorts of interesting history. Scent out the world, carefully... *** Song of the Wilds The world (more particularly, The Summoner) is listening. Why not shout out your toils and frustrations...? Zuuls You met the distorted mess of a hound named "Zuuls". He appears to be a time traveller... Could he help you? The Withering Thing You defeated a terrible withering mongrel within the Heart of Gloom. Dokatt You met with a strange draconic dog named "Dokatt". His terrible howl, somehow, lures wildlife to himself... ??? You met with a bizarre bipedal wolf. They did not introduce themself... Suddenly, for some reason, they insisted upon teaching you a dangerous new song! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed xorn fragment. * You've found the needed snow giant kidney. | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Decoration slot | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +4% light / +4% temporal / +4% darkness / +5% physical Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
Decoration slot | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 3.57 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Cut immunity: +50% Stun/Freeze immunity: +20% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 76 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Tail slot | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 29/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% cold / +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +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 head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes stats: +3 Cun / +3 Dex Changes resistances: +3% blight Changes resistances penetration: +5% blight Changes damage: +12% temporal A cap made of leather. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 4 nature Changes stats: +1 Mag / +1 Wil Changes resistances penetration: +15% blight Changes damage: +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
![]() blink rune of the psychic (range 3; phase 16; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() pixie's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +5 Mag Spellpower: +7 (+0 eff.) Rings make your fingers look great! |
![]() steel battleaxe of projection (18-26 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +1 Str / +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% mind Mental save: +3 (+3 eff.) Mental crit. chance: +1% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() extending yew wand of conjuration [power 200] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 200 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / hair ; tier 3 When carried: Changes resistances: +10% temporal Teleport immunity: +25% Sheddings from a "temporal hound"... That strange temporal hound left these stiff strands of hair behind... |
Achievements
By Tindalos the Wolf War Hound level 14
37th Dusk 122nd year of Ascendancy at 00:19 see stats
By Tindalos the Wolf War Hound level 15
61st Haze 122nd year of Ascendancy at 11:33 see stats
By Tindalos the Wolf War Hound level 10
4th Flare 122nd year of Ascendancy at 05:47 see stats
By Tindalos the Wolf War Hound level 9
3rd Summertide 122nd year of Ascendancy at 20:19 see stats
By Tindalos the Wolf War Hound level 11
7th Dusk 122nd year of Ascendancy at 12:58 see stats
Log
Ivylaith the snow giant chieftain senses weakness...
Snow giant chieftain senses weakness...
Snow giant boulder thrower misses Temporal hound.
Snow giant chieftain uses Infusion: Wild.
Snow giant chieftain lessens the pain.
Flame turret uses Flamethrower.
Temporal hound hits Ivylaith the snow giant chieftain for (8 ignored), 10 temporal, (5 ignored), 6 physical (16 total damage).
Flame turret hits Temporal hound for 50 fire damage.
Flame turret hits Tindalos for 47 fire damage.
Ivylaith the snow giant chieftain uses Block.
Ivylaith the snow giant chieftain hits Temporal hound for 64 acid damage.
Snow giant hits Temporal hound for 27 physical, 9 cold (36 total damage).
Snow giant killed Temporal hound!
Something hits Dokatt, the Snarling Beast for 89 lightning damage.
Something hits Snow giant for 69 lightning damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Tindalos!
Tindalos is knocked back!
Flame turret uses Flamethrower.
Flame turret hits Tindalos for 47 fire damage.
Snow giant boulder thrower hits Tindalos for 182 physical damage.
Talent Command Hounds: Blink is ready to use.
Dokatt, the Snarling Beast uses Infuriated Roar.
Dokatt, the Snarling Beast performs a melee critical strike against Tindalos!
Tindalos is intimidated!
Melee retaliation hits Dokatt, the Snarling Beast for (2 tolerance), 0 mind, (4 tolerance), 0 nature (0 total damage).
Dokatt, the Snarling Beast hits Tindalos for damage.