Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Superhuman |
Class | Sun Paladin |
Level / Exp | 18 / 75% |
Size | medium |
Lifes / Deaths | Killed by Beloba the orc high cryomancer at level 18 on the 2nd Mirth 122nd year of Ascendancy at 03:55 / 1 |
Primary Stats
Strength | 65 (base 46) |
Dexterity | 63 (base 46) |
Constitution | 63 (base 46) |
Magic | 65 (base 46) |
Willpower | 61 (base 46) |
Cunning | 56 (base 46) |
Resources
Psi_feedback | 255/255 |
Life | -15/4709 |
Positive | 271/286 |
Stamina | 474/474 |
Equilibrium | 20 |
Healing Factor | 1 |
Regeneration | 51.896152461984 |
Speed
Mental | +126.21560114782% |
Attack | +136.21560114782% |
Movement | +35% |
Spell | +136.21560114782% |
Global | +285% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
Offense: Mainhand
Damage | 146 |
Accuracy | 90 |
Crit Chance | 72% |
APR | 87 |
Speed | 0.40 |
Offense: Spell
Spellpower | 58.666666666667 |
Crit Chance | 49% |
Speed | 0.42334206341189 |
Cooldown Reduction | 33.15 |
Offense: Mind
Mindpower | 58.7 |
Crit Chance | 30% |
Speed | 0.42334206341189 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 100.45 (100%) |
Defense | 67.242892847163 |
Ranged Defense | 67.242892847163 |
Fatigue | 14 |
Physical Save | 111.37761842881 |
Spell Save | 120.86653008184 |
Mental Save | 100.78333333333 |
Defense: Resistances
All | + 49%(100%) |
Defense: Immunities
Confusion Resistance | 100% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 82% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Chant of Fortitude |
talent | Weapon of Wrath |
talent | Precise Strikes |
talent | Searing Sight |
talent | Exploit Weakness |
talent | Elemental Harmony |
talent | Weapon of Light |
talent | Righteous Strength |
detrimental effect | The target is on fire, taking 363.76 fire damage per turn. Burning |
beneficial effect | Increase light and physical damage by 20%. Righteous Strength |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | Countering melee attacks: Has a 57% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
detrimental effect | You have expended the power of your Radiance temporarily reducing its radius to 1. Radiance Lost |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 64%. Cripple |
beneficial effect | Increases armour by 23. Elemental Harmony |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (37). Armor Corroded |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | 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. | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
Equipment
On fingers | mule's stralite ring of perseverance mule's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Maximum encumbrance: +34 Stun/Freeze immunity: +30% Life regen: +4.00 Rings can have magical properties. |
Around waist | spiritwalker's hardened leather belt of magery spiritwalker's hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil / +9 Mag Mana each turn: +0.24 Maximum mana: +44.00 Spell crit. chance: +5% A belt that goes around your waist. |
Main armor | fortifying voratun mail armour of fire resistance (5 def, 10 armour) fortifying voratun mail armour of fire resistance (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +4 Str / +7 Con Changes resistances: +24% fire Maximum life: +96.00 A suit of armour made of mail. |
On feet | pair of dwarven-steel boots (0 def, 4 armour) pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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. |
On head | insulating hardened leather cap of strength (+5) (0 def, 3 armour) insulating hardened leather cap of strength (+5) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str Changes resistances: +10% cold / +10% fire A cap made of leather. |
In main hand | quick stralite greatsword of corruption (48-76.8 power, 3 apr) quick stralite greatsword of corruption (48-76.8 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 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: 111% On weapon hit: * 19% chance to inflict damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Massive two-handed swords. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
iron mace (12.5-17.5 power, 2 apr) iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
mindwoven silk robe of power (3 def, 0 armour) mindwoven silk robe of power (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +14% all Mental save: +23 (+4 eff.) Spellpower: +16 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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 110 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. |
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. |
Achievements
By Dorkus the Superhuman Sun Paladin level 9
74th Pyre 122nd year of Ascendancy at 13:06 see stats
By Dorkus the Superhuman Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 13:06 see stats
By Dorkus the Superhuman Sun Paladin level 11
76th Pyre 122nd year of Ascendancy at 17:24 see stats
By Dorkus the Superhuman Sun Paladin level 4
74th Pyre 122nd year of Ascendancy at 13:06 see stats
By Dorkus the Superhuman Sun Paladin level 2
74th Pyre 122nd year of Ascendancy at 13:06 see stats
Log
Orc high pyromancer damages himself through Martyrdom!
Orc cryomancer's cold repulsion area effect hits Orc pyromancer for 115 cold, 84 physical (198 total damage).
Orc high pyromancer's cleansing fire area effect hits Orc cryomancer for (90 absorbed), 0 fire (0 total damage).
Orc cryomancer's ice storm area effect hits Orc pyromancer for 189 cold damage.
Orc cryomancer's ice storm area effect hits Beloba the orc high cryomancer for (148 to time), 0 cold (0 total damage).
Orc cryomancer's ice storm area effect hits Dorkus for 43 cold, 4 healing (43 total damage) [4 healing].
Orc cryomancer's cold repulsion area effect hits Orc cryomancer for 49 cold, 66 physical (115 total damage).
Orc cryomancer's cold repulsion area effect hits Orc pyromancer for 66 cold, 66 physical (132 total damage).
Orc cryomancer hits Orc high pyromancer for 33 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc cryomancer for 82 fire damage.
Beloba the orc high cryomancer performs a melee critical strike against Dorkus!
Beloba the orc high cryomancer performs a melee critical strike against Dorkus!
Beloba the orc high cryomancer shrugs off the critical damage!
Beloba the orc high cryomancer damages himself through Martyrdom!
Dorkus HEALS from physical damage!
Dorkus HEALS from darkness damage!
Dorkus HEALS from lightning damage!
Dorkus HEALS from arcane damage!
Beloba the orc high cryomancer hits Dorkus for 324 physical, 24 healing, , 4 arcane, 47 darkness, 3 healing, 128 physical, 9 healing, 4 arcane, 47 darkness, 3 healing, 22 lightning, 2 healing (577 total damage) [41 healing].
Dorkus hits Beloba the orc high cryomancer for (78 to time), 0 physical, (1 to time), 0 arcane, (7 to time), 0 darkness, (16 to time), 0 light, (11 to time), 0 physical, (1 to time), 0 arcane, (7 to time), 0 darkness, (16 to time), 0 light, (5 to time), 0 lightning (0 total damage).
Dorkus feels pain again.
Orc high pyromancer shrugs off the effect 'Dazed'!
Dorkus HEALS from fire damage!
Orc high pyromancer damages himself through Martyrdom!
Dorkus hits Beloba the orc high cryomancer for (22 to time), 0 light (0 total damage).
Dorkus hits Orc high pyromancer for 25 fire, 33 light (58 total damage).
Burning from Orc high pyromancer hits Dorkus for 80 fire, 10 healing (80 total damage) [10 healing].
Beloba the orc high cryomancer performs a melee critical strike against Dorkus!
Dorkus shrugs off the critical damage!
Saving game...