Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | 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. Improved Auto-explore and Rest 1.3.1Quality 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 36 / 51% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 77 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 33 (base 27) |
| Magic | 62 (base 60) |
| Willpower | 14 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 1258/1281 |
| Positive | 46/65 |
| Stamina | 206/215 |
| Healing Factor | 1.48 |
| Regeneration | 3.182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 174 |
| Accuracy | 45 |
| Crit Chance | 24% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40.666666666667 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.4 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 63.07 (87.589285714286%) |
| Defense | 24.025 |
| Ranged Defense | 30.025 |
| Fatigue | 32 |
| Physical Save | 45.996454109416 |
| Spell Save | 43.696454109416 |
| Mental Save | 23.9 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 35% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| 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 460 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.54 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.34 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Shield of Light |
| talent | Retribution |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)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% A pair of boots made of leather. |
| 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 iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +5% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand rough leather gloves (0 def, 7 armour) sand rough leather gloves (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | forceful elven-wood totem of thorny skin [power 58] (20 cooldown) forceful elven-wood totem of thorny skin [power 58] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 58 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's gold ring of light (+20%) warrior's gold ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
| On fingers | gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +6 Con Rings can have magical properties. |
| Around neck | stralite amulet of perfection (0.24 Technique / Combat training,0.24 Celestial / Combat) stralite amulet of perfection (0.24 Technique / Combat training,0.24 Celestial / Combat)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.24 Celestial / Combat +0.24 Technique / Combat training Amulets can have magical properties. |
| In main hand | Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | reinforced stralite shield (10 def, 10 armour, 52.5-63 power, 181 block) reinforced stralite shield (10 def, 10 armour, 52.5-63 power, 181 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +181 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
| Cloak | restorative cashmere cloak of battle (2 def, 0 armour) restorative cashmere cloak of battle (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +15% nature / +16% blight Life regen: +1.90 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Adolrath the Thundercast (13 def, 20 armour) Adolrath the Thundercast (13 def, 20 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +13 (+6 eff.) Fatigue: +16% Damage when hit (Melee): 9 light / 4 lightning Changes stats: +2 Cun / +3 Wil Changes resistances: +9% lightning / +22% darkness / +39% blight / +29% fire / +3% nature / +5% arcane Changes damage: +3% lightning Mental save: +18 (+9 eff.) Light radius: +2 A suit of armour made of mail. |
Inventory
archmage's gold amulet of strength (+5) archmage's gold amulet of strength (+5)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Mag Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
gold ring of blinding strikes gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to blind Effects on ranged hit: * 21% chance to blind Rings can have magical properties. |
gold ring of tenacity gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +25% Maximum life: +31.00 Rings can have magical properties. |
gold ring of time (+12%) gold ring of time (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% temporal Changes damage: +12% temporal Rings can have magical properties. |
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: +8 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+4 eff.) Disarm immunity: +29% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +31.00 Rings can have magical properties. |
voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +5 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 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. |
wizard's gold ring of blight (+13%) wizard's gold ring of blight (+13%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +13% blight Changes damage: +13% blight Spell save: +8 (+3 eff.) Rings can have magical properties. |
warbringer's voratun battleaxe of shearing (57-85.5 power, 4 apr) warbringer's voratun battleaxe of shearing (57-85.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +20 Physical power: +14 (+4 eff.) Changes stats: +9 Con Changes resistances penetration: +36% physical Changes damage: +19% physical Disarm immunity: +48% Massive two-handed battleaxes. |
stormwoven silk robe of life (3 def, 0 armour) stormwoven silk robe of life (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Str / +6 Mag / +7 Wil Changes resistances: +8% lightning / +11% cold / +13% blight Changes damage: +7% lightning / +5% physical / +13% cold Life regen: +2.50 Maximum life: +77.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearforged voratun plate armour (9 def, 16 armour) fearforged voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +40% Changes stats: +8 Con Changes resistances: +11% fire / -10% light / +12% darkness Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+4 eff.) A suit of armour made of metal plates. |
impenetrable voratun plate armour of acid resistance (9 def, 33 armour) impenetrable voratun plate armour of acid resistance (9 def, 33 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +33 Defense: +9 (+4 eff.) Fatigue: +26% Changes resistances: +25% acid A suit of armour made of metal plates. |
dwarven-steel shield 'Gunotar' (10 def, 2 armour, 30-36 power, 73 block) dwarven-steel shield 'Gunotar' (10 def, 2 armour, 30-36 power, 73 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +73 Damage (Melee): +11 light / +12 temporal When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to blind Damage when hit (Melee): 12 temporal Changes stats: +2 Mag / +4 Wil / +5 Con Changes resistances: +15% lightning / +11% temporal / +11% light Talent granted: +3 Block Disarm immunity: +5% It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (390) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
372 alchemist agate 372 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. |
hateful voratun torque of clear mind [power 4] (10 cooldown) hateful voratun torque of clear mind [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
volcanic elven-wood wand of conjuration [power 361] (10 cooldown) volcanic elven-wood wand of conjuration [power 361] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +3 Volcano It can be used to fire a bolt of a random element (dam 180-361), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By Big sun guy the Ogre Sun Paladin level 17
75th Pyre 122nd year of Ascendancy at 22:43 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Big sun guy the Ogre Sun Paladin level 30
78th Pyre 122nd year of Ascendancy at 18:35 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Big sun guy the Ogre Sun Paladin level 10
75th Pyre 122nd year of Ascendancy at 01:56 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Big sun guy the Ogre Sun Paladin level 20
76th Pyre 122nd year of Ascendancy at 12:05 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Big sun guy the Ogre Sun Paladin level 30
78th Pyre 122nd year of Ascendancy at 15:41 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Big sun guy the Ogre Sun Paladin level 35
1st Mirth 122nd year of Ascendancy at 00:27 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Big sun guy the Ogre Sun Paladin level 29
78th Pyre 122nd year of Ascendancy at 15:15 see stats
Log
Talent Brandish is ready to use.
You pickup 0.70 gold pieces.
The smoke around Big sun guy dissipate.
Big sun guy's solar fury subsides.
The shield around Big sun guy crumbles.
Talent Path of the Sun is ready to use.
Talent Assault is ready to use.
Big sun guy calms down.
Talent Writ Large is ready to use.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Second Life
- Retribution
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Big sun guy deactivates Weapon of Wrath.
Big sun guy activates Weapon of Wrath.
Big sun guy deactivates Weapon of Light.
Big sun guy activates Weapon of Light.
Big sun guy deactivates Chant of Fortitude.
Big sun guy activates Chant of Fortitude.
Big sun guy deactivates Shield of Light.
Big sun guy activates Shield of Light.
Big sun guy deactivates Shield of Light.
Big sun guy deactivates Weapon of Light.
Big sun guy deactivates Chant of Fortitude.
Big sun guy deactivates Weapon of Wrath.
Big sun guy deactivates Second Life.
Big sun guy deactivates Retribution.
