Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 23 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 23 on the 76th Pyre 122nd year of Ascendancy at 13:39 / 1 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 31 (base 13) |
| Constitution | 30 (base 30) |
| Magic | 46 (base 43) |
| Willpower | 37 (base 32) |
| Cunning | 15 (base 10) |
Resources
| Life | -22/615 |
| Paradox | 372 |
| Healing Factor | 1.13 |
| Regeneration | 1.1865 |
Speed
| Mental | -7.6605388699136E-13% |
| Attack | -7.6605388699136E-13% |
| Movement | -2.2204460492503E-14% |
| Spell | -7.6605388699136E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 29 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 29 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.95 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 21.73 (48.103448275862%) |
| Defense | 18.294332548874 |
| Ranged Defense | 20.647166274437 |
| Fatigue | 21 |
| Physical Save | 22.8 |
| Spell Save | 24.525 |
| Mental Save | 18.2 |
Defense: Resistances
| All | -6%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 130 damage for 5 turns. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon Folding |
| talent | Temporal Hounds |
| beneficial effect | The target is out of phase with reality, increasing defense by 6, resist all by 4%, and reducing the duration of detrimental timed effects by 0%. Out of Phase |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is cursed, reducing all resistances by 14%. Curse of Vulnerability |
| detrimental effect | The target is on fire, taking 24.53 fire damage per turn. Burning |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) 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 fingers | warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
| On fingers | solipsist's steel ring of corrosion (+24%) solipsist's steel ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +24% acid Changes damage: +12% acid Mindpower: +8 (+4 eff.) Rings can have magical properties. |
| On hands | blighted drakeskin leather gloves of magic (+3) (0 def, 3 armour) blighted drakeskin leather gloves of magic (+3) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 5 blight Changes stats: +3 Mag Changes resistances: +5% blight Changes damage: +4% arcane / +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In main hand | arcing iron longsword of projection (10-14 power, 2 apr) arcing iron longsword of projection (10-14 power, 2 apr)Requires: - Magic 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 mind / +6 lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
| Main armor | steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% A suit of armour made of mail. |
| Light source | survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +13% 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 of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (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: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In off hand | iron dagger of projection (9.5-12.35 power, 5 apr) iron dagger of projection (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
Inventory
biting gale rune of the titan (81 cold damage; 38 apply power) biting gale rune of the titan (81 cold damage; 38 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 81.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 38. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
restful steel amulet of cunning (+2) restful steel amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun Life regen: +1.30 Amulets can have magical properties. |
voratun amulet of teleportation voratun amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 32), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +1.10 Rings can have magical properties. |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +8 See invisible: +8 Rings can have magical properties. |
caustic dwarven-steel dagger (19-24.7 power, 7 apr) caustic dwarven-steel dagger (19-24.7 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 5% chance to corrode armour When wielded/worn: Changes resistances penetration: +7% acid Life regen: +1.00 Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
elm longbow of fire elm longbow of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 fire When wielded/worn: Changes damage: +8% fire Longbows are used to shoot arrows at your foes. |
Maniyachik (15-18 power, 3 apr, cold element) Maniyachik (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +15% cold Talent granted: +1 Command Staff Mana each turn: +0.10 Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +2.00 Maximum mana: +34.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of erosion (12.5-17.5 power, 2 apr) iron waraxe of erosion (12.5-17.5 power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature / +7 temporal One-handed war axes. |
stealthy pair of hardened leather boots of speed (0 def, 3 armour) stealthy pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Lck / +5 Dex Stealth bonus: +8 Movement speed: +20% A pair of boots made of leather. |
iron shield of cold resistance (+15%) (4 def, 2 armour, 17.5 block) iron shield of cold resistance (+15%) (4 def, 2 armour, 17.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
self-loading quiver of ash arrows of accuracy (14/14, 21-29.4 power, 7 apr) self-loading quiver of ash arrows of accuracy (14/14, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
218 alchemist agate 218 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. |
pouch of steel shots of accuracy (17/17, 18.5-22.2 power, 2 apr) pouch of steel shots of accuracy (17/17, 18.5-22.2 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 Shots are used with slings to pummel your foes to death. |
defiled yew wand of clairvoyance [power 11] (6 cooldown) defiled yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum vim: +7.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy ash wand of firewall [power 109] (6 cooldown) shadowy ash wand of firewall [power 109] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting for 4 turns (dam 109 overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Fred the Skeleton Temporal Warden level 22
76th Pyre 122nd year of Ascendancy at 08:21 see stats
Level 10 (Roguelike)
Got a character to level 10.By Fred the Skeleton Temporal Warden level 10
75th Pyre 122nd year of Ascendancy at 00:06 see stats
Level 20 (Roguelike)
Got a character to level 20.By Fred the Skeleton Temporal Warden level 20
75th Pyre 122nd year of Ascendancy at 20:43 see stats
Log
Something hits Fred's temporal clone for (12 shared), (1 shared) (13 total damage).
Something hits Fred for 41 physical, 3 light (44 total damage).
Your summoned Fred's temporal clone disappears.
Temporal hound misses Something.
Minotaur hits Fred for 87 physical, 7 light (94 total damage).
Talent Singularity Arrow is ready to use.
Burning from Fred's temporal clone hits Skeleton mage for 4 fire damage.
Temporal hound hits Minotaur for 43 temporal, 43 physical (87 total damage).
Fred casts Warp Blade.
Blink Blade is still on cooldown for 6 turns.
Fred is confused and fails to use Blade Shear.
Minotaur feels pain again.
Minotaur hits Fred for 97 physical, 7 light (105 total damage).
Skeleton mage casts Flame.
Fred is on fire!
Skeleton mage's Flame hits Fred for 90 fire damage.
Temporal hound hits Minotaur for 48 temporal, 48 physical (97 total damage).
Talent Fold Warp is ready to use.
Talent Rune: Shielding is ready to use.
Burning from Skeleton mage hits Fred for 30 fire damage.
Fred the level 23 skeleton temporal warden was blazed to death by a skeleton mage on level 22 of The Arena.
Burning from Skeleton mage killed Fred!
Fred deactivates Temporal Hounds.
Fred stops burning.
Fred seems more focused.
Fred deactivates Weapon Folding.
Fred is no longer out of phase.
Fred is no longer cursed.
Temporal hound seems more focused.
