Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/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. Ashes of Urh'Rok 1.5.0Official 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:
Improved player targetting 1.2.0Player's targetting improvements. 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: Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.4.9Quality 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. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter |
| Campaign | Arena |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 11 / 9% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 18.170224963639 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 26.170224963639 (base 19) |
| Willpower | 23 (base 14) |
| Cunning | 42.340449927278 (base 33) |
Resources
| Life | 232/232 |
| Hate | 84/100 |
| Healing Factor | 0.95828453829835 |
| Regeneration | 0.52705649606409 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 8 |
| Accuracy | 20 |
| Crit Chance | 12% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 20 |
| Crit Chance | 12% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 13% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 15 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 16 |
| Mental Save | 23 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Shadows | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% 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 | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 11 air and an additional 5 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 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. |
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
| Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 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 | [vs. linen wizard hat of frost (+15%) (Corpses) (1 def, 0 armour) (On head)] linen wizard hat of frost (+15%) (Corpses) (1 def, 0 armour)linen wizard hat of frost (+15%) (Corpses) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +15%(-) cold Changes damage: +10%(-) cold Curse of Corpses A pointy cloth hat, very wizardly... |
| Tool | [vs. Telekinetic Core (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) (-) Changes stats: +5(-) Wil Changes resistances: +5%(-) physical Changes damage: +6%(-) physical Physical save: +12 (+8 eff.) (-) Mindpower: +3 (+1 eff.) (-) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | [vs. marksman's copper ring of the mind (+10%) (On fingers, 1 of 2)] marksman's copper ring of the mind (+10%)marksman's copper ring of the mind (+10%) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) (-) Changes stats: +2(-) Dex Changes resistances: +10%(-) mind Changes damage: +10%(-) mind Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. marksman's copper ring of the mind (+10%) (On fingers, 1 of 2)] psionicist's copper ring of corrosion (+20%)psionicist's copper ring of corrosion (+20%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +0(-2) Dex / +2 Wil Changes resistances: +20% acid / +0%(-10%) mind Changes damage: +10% acid / +0%(-10%) mind Mental save: +4 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. wanderer's copper amulet of the eclipse (Around neck)] wanderer's copper amulet of the eclipsewanderer's copper amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Damage (Melee): 6(-) light / 5(-) darkness Effects when hit in melee: * 5% chance to inflict 15% damage reduction * 6% chance to blind Damage when hit (Melee): 0(-6) item light blind / 0(-5) item darkness numbing Changes stats: +3(-) Dex / +4(-) Cun / +3(-) Con Changes damage: +5%(-) light / +5%(-) darkness Life regen: +0.30 (-) Stamina each turn: +0.40 (-) Movement speed: +10% (-) Amulets can have magical properties. |
| In main hand | [vs. mossy mindstar (Misfortune) (3-3.3 power, 12 apr, nature damage) (In main hand, 1 of 2)] mossy mindstar (Misfortune) (3-3.3 power, 12 apr, nature damage)mossy mindstar (Misfortune) (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Mindpower: +2 (+1 eff.) (-) Mental crit. chance: +1% (-) Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| On hands | [vs. blighted rough leather gloves (Madness) (0 def, 1 armour) (On hands)] blighted rough leather gloves (Madness) (0 def, 1 armour)blighted rough leather gloves (Madness) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6(-) blight Changes resistances: +5%(-) blight Changes damage: +3%(-) blight Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | [vs. mossy mindstar (Misfortune) (3-3.3 power, 12 apr, nature damage) (In main hand, 1 of 2)] summoner's mossy mindstar (Misfortune) (2-2.2 power, 12 apr, mind damage)summoner's mossy mindstar (Misfortune) (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural mindstar summons a caller. Base power: 2.0 - 2.2(-1.0 - -1.1) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Mindpower: +5 (+3 eff.) (+3 (+2 eff.)) Mental crit. chance: +2% (+1%) Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak of Iron Throne (Misfortune) (7 def, 0 armour) (Cloak)] enveloping linen cloak of Iron Throne (Misfortune) (7 def, 0 armour)enveloping linen cloak of Iron Throne (Misfortune) (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Physical save: +5 (+2 eff.) (-) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. stormwoven linen robe (Nightmares) (0 def, 0 armour) (Main armor)] stormwoven linen robe (Nightmares) (0 def, 0 armour)stormwoven linen robe (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4(-) Str / +4(-) Mag / +4(-) Wil Changes resistances: +6%(-) lightning / +6%(-) cold Changes damage: +6%(-) lightning / +7%(-) physical / +5%(-) cold Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. mossy mindstar (Misfortune) (3-3.3 power, 12 apr, nature damage) (In main hand, 1 of 2)] mossy mindstar (Misfortune) (2.5-2.75 power, 12 apr, mind damage)mossy mindstar (Misfortune) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-0.5 - -0.6) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Mindpower: +2 (+1 eff.) (-) Mental crit. chance: +1% (-) Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. stormwoven linen robe (Nightmares) (0 def, 0 armour) (Main armor)] linen robe (Shrouds) (0 def, 0 armour)linen robe (Shrouds) (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Mag / +0(-4) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) cold Changes damage: +0%(-6%) lightning / +0%(-7%) physical / +0%(-5%) cold Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. stormwoven linen robe (Nightmares) (0 def, 0 armour) (Main armor)] linen robe of darkness (+16%) (Corpses) (0 def, 0 armour)linen robe of darkness (+16%) (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Mag / +0(-4) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) cold / +16% darkness Changes damage: +0%(-6%) lightning / +0%(-7%) physical / +11% darkness / +0%(-5%) cold Curse of Corpses 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. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By tm the Cornac Doomed level 10
74th Pyre 122nd year of Ascendancy at 22:20 see stats
Log
Talent Infusion: Regeneration is ready to use.
Talent Reproach is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is an item here: rough leather sling (Misfortune)
There is an item here: prismatic iron plate armour (Misfortune) (3 def, 7 armour)
Shadow casts Phase Door.
There is an item here: Umbral Razor (Nightmares) (25-32.5 power, 10 apr)
There is an item here: arcing iron longsword (Corpses) (11.5-16.1 power, 2 apr)
You pickup 0.58 gold pieces.
Shadow casts Phase Door.
There is an item here: arcing iron longsword (Corpses) (11.5-16.1 power, 2 apr)
Shadow casts Phase Door.
There is an item here: mighty elm longbow of lightning (Misfortune)
You pickup 0.62 gold pieces.
Tm deactivates Deflection.
Tm deactivates Gesture of Pain.
Tm deactivates Call Shadows.
