Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Experimental Hate 1.3.1For experimenting with a different Hate mechanic. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Extra Dungeons 1.2.5In 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: Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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. Hedgeknight Class 1.3.0"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 10 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 32 (base 32) |
| Dexterity | 12 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 254/254 |
| Mana | 136/136 |
| Stamina | 127/127 |
| Healing Factor | 1.2 |
| Regeneration | 0.3 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 47 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 17.92 (81.030927835052%) |
| Defense | 12.7 |
| Ranged Defense | 12.7 |
| Fatigue | 20 |
| Physical Save | 17.703139943551 |
| Spell Save | 9.214819337377 |
| Mental Save | 8.4040750063919 |
Defense: Resistances
| All | + 7%(100%) |
Defense: Immunities
| Disarm Resistance | 38% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (1/3)
| 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. |
Class Talents
| Golem / Fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Golem / Arcane | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
Quests
Equipment
| Main armor | Voidwolf the iron plate armour (3 def, 7 armour) Voidwolf the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Changes resistances: +3% darkness Maximum life: +22.00 Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
| In main hand | steel greatmaul 'Dagatosus' (130% power, 2 apr) steel greatmaul 'Dagatosus' (130% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 131% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 light / +4 acid Burst (radius 1) on hit: +10 fire Damage against: +13% Undead When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+8 eff.) Changes resistances: +6% acid Disarm immunity: +38% Massive two-handed mauls. |
Inventory
Newly picked up immaculate pouch of steel shotsimmaculate pouch of steel shots Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 |
Achievements
Log
Golem (servant of Ivybreta) picks up (a.): immaculate pouch of steel shots.
Resting starts...
Talent Knockback is ready to use.
Rested for 63 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 51 turns (stop reason: at exit).
You gain 2.55 gold from the transmogrification of Eluwen the Brightspar (0 def, 3 armour).
You gain 0.25 gold from the transmogrification of iron mace (104% power, 2 apr).
You gain 0.25 gold from the transmogrification of iron longsword (105% power, 2 apr).
You gain 2.42 gold from the transmogrification of mighty ash longbow of acid.
You gain 0.25 gold from the transmogrification of iron greatsword (112% power, 1 apr).
There is a next level here (press '' or right click to use).
You feel very confident walking into this place.
Character control switched to Ivybreta.
Character control switched to golem (servant of Ivybreta).
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
You feel very confident walking into this place.
