Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
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. Items Vault 1.4.8Donators/Buyers bonus! 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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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 1.4.5Quality 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. Hulk! 1.4.8 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Bulwark |
Level / Exp | 6 / 84% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1014 (base 15) |
Dexterity | 1011 (base 12) |
Constitution | 1011 (base 12) |
Magic | 1009 (base 10) |
Willpower | 1009 (base 10) |
Cunning | 1009 (base 10) |
Resources
Life | 64430/64430 |
Stamina | 2658/2658 |
Psi_feedback | 0/75 |
Healing Factor | 1 |
Regeneration | 10009 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +25% |
Spell | +200% |
Global | +225% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 598 |
Accuracy | 231 |
Crit Chance | 602% |
APR | 62 |
Speed | 0.33 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 192 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 9.75 |
Offense: Mind
Mindpower | 202 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Defense: Base
Armour (hardiness) | 109.66742563878 (100%) |
Defense | 175 |
Ranged Defense | 176 |
Fatigue | 18 |
Physical Save | 185 |
Spell Save | 185 |
Mental Save | 185 |
Defense: Resistances
All | + 10%(100%) |
Defense: Immunities
Knockback Resistance | 19% |
Stun Resistance | 19% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield Wall |
beneficial effect | The target is surrounded by a magical shield, absorbing 1494/9999 damage before it crumbles. Damage Shield |
Quests
You abandoned repented thief to death. Escort: repented thief (level 2 of Dreadfell) | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
In off hand | iron shield (4 def, 2 armour, 7.5-9 power, 17 block) iron shield (4 def, 2 armour, 7.5-9 power, 17 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +17 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
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. |
In main hand | iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
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: 12 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. |
58 alchemist agate 58 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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. |
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 DankCheeves2 the Hulk Bulwark level 4
4th Mirth 122nd year of Ascendancy at 05:26 see stats
By DankCheeves2 the Hulk Bulwark level 3
4th Mirth 122nd year of Ascendancy at 04:03 see stats
By DankCheeves2 the Hulk Bulwark level 4
4th Mirth 122nd year of Ascendancy at 05:22 see stats
By DankCheeves2 the Hulk Bulwark level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
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 34 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 41 turns (stop reason: at exit).
You gain 0.15 gold from the transmogrification of dwarven-steel pickaxe (dig speed 27 turns).
You gain 11.09 gold from the transmogrification of Layamina the dwarven-steel plate armour (5 def, 11 armour).
You gain 3.06 gold from the transmogrification of mindwoven cashmere wizard hat of balance (2 def, 0 armour).
You gain 1.00 gold from the transmogrification of hardened leather cap of constitution (+4) (0 def, 3 armour).
You gain 7.41 gold from the transmogrification of Glath the cashmere wizard hat (2 def, 0 armour).
You gain 0.35 gold from the transmogrification of dwarven-steel gauntlets (0 def, 2 armour).
You gain 1.23 gold from the transmogrification of corrosive dwarven-steel gauntlets (0 def, 2 armour).
You gain 2.47 gold from the transmogrification of traveler's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour).
You gain 4.63 gold from the transmogrification of pair of hardened leather boots of tirelessness (0 def, 3 armour).
You gain 11.04 gold from the transmogrification of yew starstaff 'Radhalin' (20-24 power, 4 apr, light element).
You gain 9.51 gold from the transmogrification of Ce'Nudawen the Murkstinger (10-11 power, 24 apr, nature damage).
You gain 10.00 gold from the transmogrification of Mayille the Torchpower (24.5-34.3 power, 4 apr).
You gain 7.85 gold from the transmogrification of steel greatsword 'Arodil' (43.5-69.6 power, 2 apr).
You gain 3.25 gold from the transmogrification of flaming steel battleaxe of daylight (20.5-30.75 power, 2 apr).
You gain 7.70 gold from the transmogrification of dwarven-steel battleaxe 'Getogund' (38.5-57.75 power, 2 apr).
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
DankCheeves2 deactivates Shield Wall.
The shield around DankCheeves2 crumbles.