Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! ZOmnibus Addon Pack 1.0.6Combines 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: 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Beholder (Continuation) 1.1.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Arena |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 23 / 93% |
Size | medium |
Lifes / Deaths | Killed by martyr at level 23 on the 18th Voratun 122nd year of Ascendancy at 13:31 / 1 |
Primary Stats
Strength | 63 (base 41) |
Dexterity | 46 (base 41) |
Constitution | 49 (base 41) |
Magic | 45 (base 41) |
Willpower | 60 (base 41) |
Cunning | 47 (base 41) |
Resources
Life | -12/721 |
Hate | 98/107 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +313% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
Offense: Mainhand
Damage | 124 |
Accuracy | 54 |
Crit Chance | 18% |
APR | 7 |
Speed | 0.67 |
Offense: Spell
Spellpower | 32.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 40.266666666667 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +62% |
All | +22% |
Defense: Base
Armour (hardiness) | 79.2 (93.924050632911%) |
Defense | 20.1 |
Ranged Defense | 21.1 |
Fatigue | 31 |
Physical Save | 42.55 |
Spell Save | 36.85 |
Mental Save | 41.3 |
Defense: Resistances
Physical | + 14%( 74%) |
Mind | + 4%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Pinning Resistance | 26% |
Confusion Resistance | 42% |
Fear Resistance | 50% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 73% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 62 life over 5 turns. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Effects
talent | Gloom |
talent | Cleave |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / human with 0% effectiveness. Kills: 0 / 0 kills, Damage: +0% / +0%, Attack: +0 / +0, Stun: -- / 0.0%, Outmaneuver: 0.0% / 0.0% Predator |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 46/46 damage shrugged off this turn) Rampaging |
beneficial effect | The target is mimicking a previous victim. (+8 Strength, +2 Dexterity, +1 Magic, +1 Willpower, +2 Cunning, +5 Constitution) Mimic |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 22%. Strength and Willpower are increased by 10. Poisons and diseases have a 21% chance of being neutralized each turn. Cursed Form |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target's skin reacts to damage, granting 30 armour. Stoneskin |
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 | blood-soaked pair of iron boots (0 def, 3 armour) (Nightmares) blood-soaked pair of iron boots (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 Armour: +3 Fatigue: +2% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On fingers | wizard's gold ring of misery wizard's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun / +5 Mag Damage when the wearer hits(melee): 13 gloom / 25 bleed Spell save: +10 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | savior's gold ring of tenacity savior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +11 Spell save: +8 Mental save: +9 Disarm immunity: +22% Pinning immunity: +26% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
On hands | sand iron gauntlets of dexterity (+2) (0 def, 6 armour) (Misfortune) sand iron gauntlets of dexterity (+2) (0 def, 6 armour) (Misfortune)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +6 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 physical Changes damage: +3% physical Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | impenetrable dwarven-steel plate armour (5 def, 19 armour) (Madness) impenetrable dwarven-steel plate armour (5 def, 19 armour) (Madness)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 Fatigue: +24% Curse of Madness A suit of armour made of metal plates. |
On head | iron helm (0 def, 3 armour) (Nightmares) iron helm (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Cloak | linen cloak (1 def, 0 armour) (Madness) linen cloak (1 def, 0 armour) (Madness)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | stralite greatsword (46.5-74.4 power, 3 apr) (Misfortune) stralite greatsword (46.5-74.4 power, 3 apr) (Misfortune)Requires: - Strength 35 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Curse of Misfortune Massive two-handed swords. |
Inventory
savior's steel ring of clarity savior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 Spell save: +6 Mental save: +14 Confusion immunity: +20% Rings can have magical properties. |
gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +7 Defense: +7 It can be used to activate talent Disengage, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
flaming iron dagger of vileness (4.5-5.85 power, 5 apr) (Madness) flaming iron dagger of vileness (4.5-5.85 power, 5 apr) (Madness)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 blight Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +5 infective blight Curse of Madness Sharp, short and deadly. |
balanced dwarven-steel greatmaul of projection (39.5-59.25 power, 2 apr) (Corpses) balanced dwarven-steel greatmaul of projection (39.5-59.25 power, 2 apr) (Corpses)Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +10 mind When wielded/worn: Accuracy: +9 Defense: +6 Curse of Corpses It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 4 cooldown. Massive two-handed maul. |
thought-forged steel greatsword (23-36.8 power, 2 apr) (Nightmares) thought-forged steel greatsword (23-36.8 power, 2 apr) (Nightmares)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 mind Damage conversion: 30% mind When wielded/worn: Changes stats: +2 Wil Curse of Nightmares Massive two-handed swords. |
yew vilestaff (20-24 power, 4 apr, acid damage) (Shrouds) yew vilestaff (20-24 power, 4 apr, acid damage) (Shrouds)Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
scholar's pair of rough leather boots (0 def, 1 armour) (Madness) scholar's pair of rough leather boots (0 def, 1 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +3 Curse of Madness A pair of boots made of leather. |
ametrine ametrine0.00 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% Gems can be sold for money or used in arcane rituals. |
188 alchemist agate 188 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
supercharged ash wand of trap destruction [power 45] (12 cooldown) supercharged ash wand of trap destruction [power 45] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm traps in a line (disarm power 45), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Gargolk the Dwarf Cursed level 23
18th Voratun 122nd year of Ascendancy at 09:38 see stats
By Gargolk the Dwarf Cursed level 10
17th Voratun 122nd year of Ascendancy at 00:00 see stats
By Gargolk the Dwarf Cursed level 20
17th Voratun 122nd year of Ascendancy at 20:36 see stats
Log
Today is the 19th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 20th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 21st Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 22nd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 23rd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 24th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 25th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 26th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 27th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 28th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 29th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 30th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 31st Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 32nd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 33rd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 34th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 35th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 36th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 37th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 38th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 39th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 40th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 41st Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 42nd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 43rd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 44th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 45th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 1st Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 2nd Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 3rd Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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