Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! 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: Steamtech UI 1.1.4 Improved Auto-explore and Rest 1.5.3Quality 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. 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. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 11 / 58% |
| Size | big |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 9 on the 3rd Dusk 122nd year of Ascendancy at 20:35 0 / 5Killed by skeleton master archer at level 9 on the 4th Dusk 122nd year of Ascendancy at 02:57 Killed by Eilinutta the rogue sapper at level 10 on the 18th Dusk 122nd year of Ascendancy at 00:47 Killed by Link at level 11 on the 2nd Haze 122nd year of Ascendancy at 19:51 Killed by Vorimirelle the sandworm destroyer at level 11 on the 3rd Haze 122nd year of Ascendancy at 16:56 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 35 (base 29) |
| Constitution | 20 (base 19) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 17) |
| Cunning | 17 (base 12) |
Resources
| Life | -5/289 |
| Stamina | 132/158 |
| Healing Factor | 1.1789473684211 |
| Regeneration | 0.29473684210526 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 38.114754928839 |
| See Invisible | 38.114754928839 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 37 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | +14% |
Defense: Base
| Armour (hardiness) | 14 (57.811550151976%) |
| Defense | 36 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 18 |
| Mental Save | 25 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Venomous Ammunition |
| beneficial effect | The target calls upon its inner resources, improving all damage by 14% and reducing all damage taken by 14%. Wrath of the Woods |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Strength by +2. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour)scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +1% (-) Spellpower: +3 (+3 eff.) (-) A pair of boots made of leather. |
| Quiver | [vs. hateful quiver of elm arrows (18/24, 115% power, 5 apr) (Quiver, 1 of 2)] hateful quiver of elm arrows (18/24, 115% power, 5 apr)hateful quiver of elm arrows (18/24, 115% power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 115% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 24 (-) Damage (Ranged): +14(-) darkness Damage against: +9% (-)Living Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (78 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. rough leather cap of knowledge (0 def, 1 armour) (On head)] rough leather cap of knowledge (0 def, 1 armour)rough leather cap of knowledge (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Cun / +3(-) Wil Mindpower: +3 (+2 eff.) (-) A cap made of leather. |
| Tool | [vs. Eye of the Dreaming One (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+5 eff.) (-) Mindpower: +5 (+3 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 11/25) : Effective talent level: 3.0 Power cost: 20 out of 11/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | [vs. rogue's copper ring (On fingers)] rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes stats: +3(-) Cun Rings can have magical properties. |
| Around waist | [vs. rough leather belt of the giants (Around waist)] rough leather belt of the giantsrough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) (-) Spell save: +6 (+6 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In main hand | [vs. Surefire (In main hand, 1 of 2)] SurefireSurefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% (-) Firing range: +9 (-) When wielded/worn: Accuracy: +12 (+6 eff.) (-) Physical crit. chance: +5.0% (-) Changes stats: +3(-) Dex Changes damage: +5%(-) physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices |
| On hands | [vs. rough leather gloves of magic (+2) (0 def, 1 armour) (On hands)] rough leather gloves of magic (+2) (0 def, 1 armour)rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +2(-) Mag Changes damage: +4%(-) arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. hardened leather armour 'Glimmerspire' (3 def, 6 armour) (Main armor)] hardened leather armour 'Glimmerspire' (3 def, 6 armour)hardened leather armour 'Glimmerspire' (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-) Defense: +3 (+2 eff.) (-) Fatigue: +8% (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 4(-) mind Changes resistances: +18%(-) cold / +9%(-) mind / +6%(-) light Light radius: +3 (-) A suit of armour made of leather. |
| Cloak | [vs. thick linen cloak (1 def, 5 armour) (Cloak)] thick linen cloak (1 def, 5 armour)thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +10%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+3 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
[vs. Withering Orbs (Around neck)] copper amulet 'Ravenwilder'copper amulet 'Ravenwilder' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Damage when hit (Melee): 4 darkness Changes stats: +3 Wil Changes resistances penetration: +15% darkness Changes damage: +3% lightning Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Surefire (In main hand, 1 of 2)] rough leather slingrough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% (-8%) Firing range: +6 (-3) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes damage: +0%(-5%) physical Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. hateful quiver of elm arrows (18/24, 115% power, 5 apr) (Quiver, 1 of 2)] quiver of elm arrows (13/13, 114% power, 5 apr)quiver of elm arrows (13/13, 114% power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 114% (-1%) Range: 1.4x (+0.0x) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 13 (-11) Damage (Ranged): +0(-14) darkness Damage against: +0% (-9% )Living Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. hardened leather armour 'Glimmerspire' (3 def, 6 armour) (Main armor)] duelist's cured leather armour of clarity (5 def, 7 armour)duelist's cured leather armour of clarity (5 def, 7 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 (+1) Defense: +5 (+3 eff.) (+2 (+1 eff.)) Fatigue: +7% (-1%) Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 0(-4) mind Changes stats: +4 Cun / +4 Dex Changes resistances: +0%(-18%) cold / +5%(-4%) mind / +0%(-6%) light Mental save: +10 (+5 eff.) Light radius: +0 (-3) A suit of armour made of leather. |
[vs. hardened leather armour 'Glimmerspire' (3 def, 6 armour) (Main armor)] spiked cured leather armour of lightning resistance (2 def, 4 armour)spiked cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +2 (+1 eff.) (-1 (-1 eff.)) Fatigue: +7% (-1%) Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 0(-4) mind / 11 physical Changes resistances: +16% lightning / +0%(-18%) cold / +0%(-9%) mind / +0%(-6%) light Light radius: +0 (-3) A suit of armour made of leather. |
2 opal 2 opal0.00 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Eye of the Dreaming One (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes stats: +0(-5) Wil Changes damage: +4% blight Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered 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), costing 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. |
Rod of Recall (0/1) Rod of Recall (0/1)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, costing 202 power out of 198/400. 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
Level 10
Got a character to level 10.By Link the Thalore Archer level 10
14th Dusk 122nd year of Ascendancy at 21:24 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Link the Thalore Archer level 10
18th Dusk 122nd year of Ascendancy at 08:43 see stats
The Arena
Unlocked Arena mode.By Link the Thalore Archer level 9
5th Dusk 122nd year of Ascendancy at 19:57 see stats
Log
Link shoots!
Link's Shoot hits Sandworm Queen for 51 physical, 13 darkness, 5 mind (68 total damage).
Sandworm Queen is no longer sleeping.
Talent Flare is ready to use.
Talent Venomous Ammunition is ready to use.
The unstable sand tunnel collapses!
Link uses Headshot.
Link shoots!
Vorimirelle the sandworm destroyer summons a Ritch Flamespitter!
Sandworm Queen breathes sand!
Link loses sight!
Something hits Something for 29 physical, 13 darkness, 5 mind (46 total damage).
Sandworm Queen hits Ritch flamespitter for 169 physical damage.
Sandworm Queen hits Link for 146 physical damage.
Talent Fragmentation Shot is ready to use.
Talent Steady Shot is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Volley is ready to use.
Link hits Something for 17 physical, 5 arcane, 6 mind (27 total damage).
Something misses Link.
Something misses Link.
Link activates Venomous Ammunition.
Space around you starts to dissolve...
Link resists the mind attack!
Something performs a melee critical strike against Link!
Saving game...
