Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Verdant Class Pack 1.2.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.2.0Donators/Buyers bonus! Ogrillon 1.2.5 Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Elementals Race 1.2.5Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. Generalist Class Pack 1.2.5Adds generalist classes, which gain all talent trees within a meta-class. 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Extra Dungeons 1.2.3In 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: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Superhuman |
| Class | Forge Knight |
| Level / Exp | 46 / 1% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 134 (base 60) |
| Dexterity | 70 (base 60) |
| Constitution | 71 (base 48) |
| Magic | 40 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 70 (base 36) |
Resources
| Life | 3088/3088 |
| Hate | 94/100 |
| Stamina | 205/220 |
| Healing Factor | 1.4638388416889 |
| Regeneration | 55.174401511579 |
Speed
| Mental | +18.181818181818% |
| Attack | 0% |
| Movement | +55.211342722659% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 394 |
| Accuracy | 72 |
| Crit Chance | 56% |
| APR | 34 |
| Speed | 0.71 |
Offense: Spell
| Spellpower | 33.5 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 34% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 68.5 (97.241379310345%) |
| Defense | 40.166666666667 |
| Ranged Defense | 40.166666666667 |
| Fatigue | 0 |
| Physical Save | 65.125 |
| Spell Save | 26.875 |
| Mental Save | 30.125 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Bleed Resistance | 30% |
| Confusion Resistance | 100% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 39% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant 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 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.50 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Weapon forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.69 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Vigorous Assault |
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 iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 Armour: +2 Damage (Melee): 8 acid Changes stats: +3 Str Changes resistances: +7% acid Changes damage: +5% acid When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 3). Burst (radius 2) on crit: +7 acid Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | stabilizing iron helm of constitution (+2) (0 def, 3 armour) stabilizing iron helm of constitution (+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 Con Physical save: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
| On fingers | wizard's steel ring of power wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes stats: +2 Mag Spell save: +4 Spellpower: +7 Mindpower: +5 Rings can have magical properties. |
| Around neck | vitalizing stralite amulet of perfection (0.19 Technique / Superiority,0.19 Technique / Conditioning) vitalizing stralite amulet of perfection (0.19 Technique / Superiority,0.19 Technique / Conditioning)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.19 Technique / Superiority +0.19 Technique / Conditioning Physical save: +10 Life regen: +1.30 Maximum life: +46.00 Amulets can have magical properties. |
| In main hand | masterforged voratun greatmaul (126.2-189.3 power, 20 apr) masterforged voratun greatmaul (126.2-189.3 power, 20 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 126.2 - 189.3 Uses stat: 145% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +40 Armour Penetration: +20 Physical crit. chance: +11.0% Attack speed: 119% When this weapon hits: Lightning Breath (10% chance level 3). Damage (Melee): +46 lightning / +46 temporal / +46 darkness When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Changes damage: +24% lightning / +24% mind Talent granted: +5 Blindside Critical mult.: +19.00% Massive two-handed mauls. |
| Main armor | masterforged dwarven-steel plate armour (9.5 def, 35.5 armour) masterforged dwarven-steel plate armour (9.5 def, 35.5 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +36 Defense: +10 Fatigue: +19% Changes resistances: +14% nature / +14% darkness Talent cooldown: Searing Assault (-1 turn) Talent granted: +2 Rush Physical save: +40 Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +230.00 A suit of armour made of metal plates. |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent masteries: +0.10 Cunning / Stealth +0.10 Wild-curse / Silent hunter It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Light source | preserving dwarven lantern preserving dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% blight Life regen: +3.80 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Inventory
Flashknight (20-30 power, 2 apr) Flashknight (20-30 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +9 lightning / +7 acid Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +9 Changes stats: +2 Dex Changes resistances: +3% temporal Massive two-handed battleaxes. |
radiant voratun plate armour of acid resistance (9 def, 16 armour) radiant voratun plate armour of acid resistance (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when hit (Melee): 10 light Changes stats: +5 Wil Changes resistances: +23% blight / +21% darkness / +20% acid Light radius: +2 A suit of armour made of metal plates. |
rejuvenating steel plate armour of acid resistance (4 def, 9 armour) rejuvenating steel plate armour of acid resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +15% acid Life regen: +3.10 Stamina each turn: +0.70 A suit of armour made of metal plates. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
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. |
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
Got to wave 20 in the arena.By basher the Superhuman Forge Knight level 25
76th Pyre 122nd year of Ascendancy at 03:23 see stats
Arena Battler 50
Got to wave 50 in the arena.By basher the Superhuman Forge Knight level 40
79th Pyre 122nd year of Ascendancy at 03:23 see stats
Death of a False Hero
Slain your first Heroic rank enemy.By basher the Superhuman Forge Knight level 37
78th Pyre 122nd year of Ascendancy at 17:11 see stats
Grand Master
Earned the rank of Grand Master in the arena.By basher the Superhuman Forge Knight level 28
76th Pyre 122nd year of Ascendancy at 14:39 see stats
Level 10
Got a character to level 10.By basher the Superhuman Forge Knight level 10
74th Pyre 122nd year of Ascendancy at 19:58 see stats
Level 20
Got a character to level 20.By basher the Superhuman Forge Knight level 20
75th Pyre 122nd year of Ascendancy at 14:30 see stats
Level 30
Got a character to level 30.By basher the Superhuman Forge Knight level 30
76th Pyre 122nd year of Ascendancy at 18:10 see stats
Level 40
Got a character to level 40.By basher the Superhuman Forge Knight level 40
79th Pyre 122nd year of Ascendancy at 03:23 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By basher the Superhuman Forge Knight level 45
1st Mirth 122nd year of Ascendancy at 09:03 see stats
Size matters
Did over 600 damage in one attack.By basher the Superhuman Forge Knight level 22
75th Pyre 122nd year of Ascendancy at 23:52 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By basher the Superhuman Forge Knight level 16
75th Pyre 122nd year of Ascendancy at 11:06 see stats
Log
Rej Arkatis activates Pace Yourself.
Rej Arkatis activates Slow Motion.
WARNING! Rej Arkatis, the master of the arena, appears!!!
Basher uses Explosive Leap.
basher performs a melee critical strike against Rej Arkatis!
Rej Arkatis resists the stun!
basher hits Rej Arkatis for 643 physical, 45 lightning, 37 temporal, 44 darkness, 7 acid, 183 physical, 7 acid, 6 acid (971 total damage).
Basher uses Powerful Strikes.
Rej Arkatis resists the stun!
Rej Arkatis starts to bleed.
basher hits Rej Arkatis for 707 physical, 45 lightning, 37 temporal, 44 darkness, 7 acid, 923 physical, 45 lightning, 37 temporal, 44 darkness, 7 acid (1895 total damage).
Basher uses Searing Assault.
basher performs a melee critical strike against Rej Arkatis!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena!
Welcome to level 46 [Basher].
Basher has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Your hate has conquered a great adversary! (+24 hate)
basher hits Rej Arkatis for 1197 physical, 45 lightning, 37 temporal, 44 darkness, 7 acid, 99 physical (1428 total damage).
basher killed Rej Arkatis!
Basher deactivates Vigorous Assault.
Basher activates Vigorous Assault.
Talent Searing Assault is ready to use.
Talent Powerful Strikes is ready to use.
