Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. 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. Marksman 1.4.9A complete rework for Archer. Ashes of Urh'Rok 1.4.0Official 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:
Bastion 1.4.6A complete rework for Bulwark. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.4.4Official 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 1.4.5Quality 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. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 13 / 3% |
Size | small |
Lifes / Deaths | Killed by war hound at level 11 on the 2nd Dusk 122nd year of Ascendancy at 14:17 0 / 5Killed by Uthenni the Bringer of Doom at level 12 on the 4th Dusk 122nd year of Ascendancy at 23:28 Killed by assassin at level 12 on the 6th Dusk 122nd year of Ascendancy at 04:38 Killed by worm that walks at level 13 on the 7th Dusk 122nd year of Ascendancy at 09:59 Killed by luminous horror at level 13 on the 7th Dusk 122nd year of Ascendancy at 11:09 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 49 (base 39) |
Constitution | 13 (base 10) |
Magic | 10 (base 10) |
Willpower | 13 (base 11) |
Cunning | 31 (base 25) |
Resources
Life | -10/297 |
Stamina | 87/123 |
Healing Factor | 0.43076923076923 |
Regeneration | 5.2769230769231 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 20.767847031221 |
See Invisible | 20.767847031221 |
Offense: Mainhand
Damage | 58 |
Accuracy | 52 |
Crit Chance | 39% |
APR | 6 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 36% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 27 |
Ranged Defense | 28 |
Fatigue | 10 |
Physical Save | 33 |
Spell Save | 33 |
Mental Save | 34 |
Defense: Resistances
All | -6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 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: HealingUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Class Talents
Cunning / Poisons | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Counter Shot |
talent | Numbing Poison |
talent | Deadly Poison |
talent | Chant of Fortress |
talent | Trained Reactions |
beneficial effect | The target's luck and cunning combine to grant it 28% higher combat critical chance, 28% higher mental critical chance, and 28% higher spell critical chance. Halflings's Luck |
detrimental effect | The target is infected by a disease, doing 36.04 blight damage per turn and reducing healing received by 56%. EpidemicEach non-disease blight damage done to it will spread the disease. |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is recovering 20 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | The target has 50% chance to evade melee attacks and gains 7 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. |
Quiver | blazing pouch of iron shots of erosion (13/14, 15.5-18.6 power, 1 apr) blazing pouch of iron shots of erosion (13/14, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 14 Damage (Ranged): +8 fire / +7 nature / +6 temporal Burst (radius 2) on crit: +5 fire Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Gunozor' brass lantern 'Gunozor'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +1 Dex Changes resistances: +6% fire 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 | stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Physical save: +10 (+5 eff.) A cap made of leather. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Isena the Duskravage Isena the DuskravageCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness Maximum encumbrance: +21 Rings can have magical properties. |
On fingers | psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
Around neck | clarifying copper amulet of dexterity (+2) clarifying copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% mind Confusion immunity: +20% Amulets can have magical properties. |
In main hand | penetrating cured leather sling of acid penetrating cured leather sling of acidRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +9 acid When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +10% acid Damage Shield penetration: +24% Slings are used to hurl stones or metal shots at your foes. |
Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +26 A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Neruleminn the Jetwrecker (1 def, 0 armour) Neruleminn the Jetwrecker (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances penetration: +10% darkness Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Cyronor (1 def, 2 armour) Cyronor (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +6% arcane Changes resistances penetration: +15% arcane Changes damage: +3% arcane Spell save: +10 (+5 eff.) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of darkness (+16%) (0 def, 0 armour)mindwoven woollen robe of darkness (+16%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness Mental save: +16 (+7 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing rough leather armour (1 def, 2 armour) cleansing rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +10% nature / +10% blight A suit of armour made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning 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 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By marudor the Halfling Skirmisher level 10
5th Flare 122nd year of Ascendancy at 11:27 see stats
Log
Marudor activates Trained Reactions.
You are sent back to the material plane!
Marudor uses Kill Shot.
A carrion worm mass has spawned from worm that walks' wounds!
Worm that walks is poisoned!
marudor snipes Worm that walks (+167% weapon bonus for range)!
Marudor's Kill Shot hits Worm that walks for 94 physical, 0 acid, 13 fire, 7 nature, 6 temporal (121 total damage).
Elydhegara the luminous horror casts Time Skip.
Marudor tries to evade attacks.
Marudor rolls to avoid some damage!
Luminous horror casts Firebeam.
Worm that walks casts Epidemic.
Marudor is afflicted by an epidemic!
Marudor is recovering from the damage!
Epidemic from Worm that walks hits marudor for 27 blight damage.
Elydhegara the luminous horror hits marudor for 41 physical, 62 temporal (104 total damage).
marudor receives 9 healing.
Luminous horror hits marudor for 41 fire damage.
Numbing Poison from Marudor hits Worm that walks for 11 nature damage.
Marudor uses Luck of the Little Folk.
Marudor seems more aware.
Marudor uses Infusion: Wild.
Marudor lessens the pain.
Marudor uses Infusion: Regeneration.
Marudor starts regenerating health quickly.
Elydhegara the luminous horror casts Temporal Bolt.
Luminous horror casts Searing Light.
Saving game...