Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Hulk! 1.4.4 Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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. Items Vault 1.3.0Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Extra Dungeons 1.3.0In 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: 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Arena |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Marauder |
Level / Exp | 21 / 25% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1013 (base 14) |
Dexterity | 1054 (base 48) |
Constitution | 1047 (base 48) |
Magic | 1009 (base 10) |
Willpower | 1009 (base 10) |
Cunning | 1015 (base 16) |
Resources
Life | 281820/281820 |
Stamina | 2525/2537 |
Equilibrium | 20 |
Healing Factor | 1.18 |
Regeneration | 11813.146069766 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +14.056358059375% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
Offense: Mainhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Offhand
Damage | 628 |
Accuracy | 249 |
Crit Chance | 1006% |
APR | 32 |
Speed | 1.11 |
Offense: Spell
Spellpower | 190 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 201 |
Crit Chance | 100% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 12 (69.633027522936%) |
Defense | 206 |
Ranged Defense | 207 |
Fatigue | 2.1075794621027 |
Physical Save | 181 |
Spell Save | 183 |
Mental Save | 178 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 86% |
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 / Poisons | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Daunting Presence |
talent | Insidious Poison |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Total Thuggery |
beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
beneficial effect | The target is surrounded by a magical shield, absorbing 3548/9999 damage before it crumbles. Damage Shield |
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 hands | rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +1 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around neck | grounding gold amulet of dexterity (+4) grounding gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +13% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
In main hand | penetrating drakeskin leather sling of true flight penetrating drakeskin leather sling of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +12.0% Changes resistances penetration: +20% physical Damage Shield penetration: +40% Slings are used to hurl stones or metal shots at your foes. |
Main armor | drakeskin leather armour 'Zadunavon' (14 def, 8 armour) drakeskin leather armour 'Zadunavon' (14 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+2 eff.) Ranged Defense: +11 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage (Melee): 8 lightning Damage (Ranged): 8 lightning Changes resistances: +15% lightning / +29% cold / +10% physical / +15% blight Changes damage: +6% blight Physical save: +21 (+2 eff.) Life regen: +3.70 Maximum life: +100.00 Healing mod.: +18% A suit of armour made of leather. |
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. |
On head | iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In off hand | iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Inventory
elemental voratun longsword of projection (40-56 power, 6 apr) elemental voratun longsword of projection (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +20 mind When wielded/worn: Changes resistances penetration: +7% acid / +11% fire / +15% lightning / +14% cold It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Sharp, long, and deadly. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
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
By Jax the Hulk Marauder level 9
75th Pyre 122nd year of Ascendancy at 23:56 see stats
By Jax the Hulk Marauder level 18
79th Pyre 122nd year of Ascendancy at 03:35 see stats
By Jax the Hulk Marauder level 13
77th Pyre 122nd year of Ascendancy at 03:17 see stats
By Jax the Hulk Marauder level 10
76th Pyre 122nd year of Ascendancy at 03:16 see stats
By Jax the Hulk Marauder level 20
79th Pyre 122nd year of Ascendancy at 17:15 see stats
By Jax the Hulk Marauder level 21
1st Mirth 122nd year of Ascendancy at 03:36 see stats
By Jax the Hulk Marauder level 3
74th Pyre 122nd year of Ascendancy at 11:37 see stats
By Jax the Hulk Marauder level 3
74th Pyre 122nd year of Ascendancy at 11:33 see stats
By Jax the Hulk Marauder level 3
74th Pyre 122nd year of Ascendancy at 12:06 see stats
By Jax the Hulk Marauder level 8
75th Pyre 122nd year of Ascendancy at 21:29 see stats
Log
Rej Arkatis activates Elemental Harmony.
Rej Arkatis activates Master Summoner.
WARNING! Rej Arkatis, the master of the arena, appears!!!
Jax rushes out!
Jax performs a melee critical strike against Rej Arkatis!
Rej Arkatis is afflicted by a crippling illness!
Rej Arkatis is poisoned!
Jax hits Rej Arkatis for 1565 physical, 7 lightning, (1573 total damage).
Jax performs a melee critical strike against Rej Arkatis!
Rej Arkatis deactivates Daunting Presence.
Rej Arkatis casts Illuminate.
Jax hits Rej Arkatis for 1045 physical, 7 lightning, (1052 total damage).
Insidious Poison from Jax hits Rej Arkatis for 108 nature damage.
Rej Arkatis hits Jax for (144 absorbed), 0 light (0 total damage).
Jax performs a melee critical strike against Rej Arkatis!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Madness (Roguelike) difficulty)!
Jax hits Rej Arkatis for 1358 physical damage.
Jax killed Rej Arkatis!
Jax deactivates Elemental Harmony.
The shield around Jax crumbles.
Jax deactivates Exploit Weakness.
Jax deactivates Insidious Poison.
Jax deactivates Precise Strikes.
Jax deactivates Total Thuggery.
Jax deactivates Daunting Presence.