Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.5.0Official 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Archmage |
| Level / Exp | 13 / 69% |
| Size | big |
| Lifes / Deaths | Killed by Aremina the midge swarm at level 13 on the 10th Haze 122nd year of Ascendancy at 04:51 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 44 (base 39) |
| Willpower | 28 (base 28) |
| Cunning | 13 (base 11) |
Resources
| Life | -2/311 |
| Mana | 4/334 |
| Healing Factor | 0.88888888888889 |
| Regeneration | 0.22222222222222 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 7 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 24 |
| Ranged Defense | 30 |
| Fatigue | 1 |
| Physical Save | 26 |
| Spell Save | 27 |
| Mental Save | 20 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 211 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is poisoned, taking 1.14 nature damage per turn and decreasing all heals received by 11%. Insidious Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +69% arcane resistance. Arcane Storm |
| detrimental effect | Huge cut that bleeds, doing 9.74 physical damage per turn. Bleeding |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Escort the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest) | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Spellpower: +3 (+2 eff.) A pair of boots made of leather. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | linen wizard hat of fire (+15%) (1 def, 0 armour) linen wizard hat of fire (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 2 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | copper ring of arcana(+0.11/turn) copper ring of arcana(+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +21% Mana each turn: +0.11 Rings can have magical properties. |
| On fingers | Malitoldir MalitoldirInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Dex Changes resistances: +12% physical Changes damage: +12% physical Physical save: +3 (+2 eff.) Light radius: +3 See invisible: +6 Rings can have magical properties. |
| Around waist | rough leather belt 'Shimmerwitch' rough leather belt 'Shimmerwitch'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +6% lightning / +5% temporal Changes damage: +6% arcane Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 A belt that goes around your waist. |
| In main hand | Brightguile the yew magestaff (20-24 power, 4 apr, lightning element) Brightguile the yew magestaff (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Changes damage: +20% lightning / +12% arcane Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +9 (+4 eff.) Spell crit. chance: +11% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic rough leather gloves of magic (+3) (0 def, 4 armour) heroic rough leather gloves of magic (+3) (0 def, 4 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Mag Changes damage: +4% arcane Mental save: +6 (+3 eff.) Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | linen robe 'Hettyregofast' (11 def, 2 armour) linen robe 'Hettyregofast' (11 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +11 (+6 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +2 Str / +2 Wil Physical save: +15 (+8 eff.) Mindpower: +4 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Lighttrencher (7 def, 0 armour) Lighttrencher (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Damage when hit (Melee): 8 light Changes resistances penetration: +10% fire Changes damage: +6% light / +12% fire Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Blazevice the copper amulet Blazevice the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +9% cold / +6% nature Changes resistances penetration: +5% fire Spell save: +3 (+1 eff.) Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. elm longbowelm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Flowerfist' (21/21, 22-30.8 power, 7 apr)quiver of ash arrows 'Flowerfist' (21/21, 22-30.8 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Ranged): +21 lightning / +20 nature Burst (radius 1) on hit: +16 nature / +4 darkness Burst (radius 2) on crit: +11 lightning / +4 nature Arrows are used with bows to pierce your foes to death. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Audri the Ogre Archmage level 10
9th Mirth 122nd year of Ascendancy at 15:31 see stats
Matrix style! (Roguelike)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Audri the Ogre Archmage level 4
75th Pyre 122nd year of Ascendancy at 00:25 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Audri the Ogre Archmage level 2
74th Pyre 122nd year of Ascendancy at 19:50 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Audri the Ogre Archmage level 13
45th Dusk 122nd year of Ascendancy at 06:29 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Audri the Ogre Archmage level 8
2nd Mirth 122nd year of Ascendancy at 05:17 see stats
Log
Talent Lightning is ready to use.
Bleeding from Aremina the midge swarm hits Audri for 7 physical damage.
Deadly Poison from Aremina the midge swarm hits Audri for 41 nature damage.
Insidious Poison from Aremina the midge swarm hits Audri for 1 nature damage.
Audri's arcane area effect hits Audri for 3 arcane damage.
Audri's arcane area effect hits Erelurafang, the lone alchemist for 8 arcane damage.
Audri speeds up.
Talent Manathrust is ready to use.
Bleeding from Aremina the midge swarm hits Audri for 7 physical damage.
Deadly Poison from Aremina the midge swarm hits Audri for 41 nature damage.
Insidious Poison from Aremina the midge swarm hits Audri for 1 nature damage.
Erelurafang, the lone alchemist is no longer pinned.
Audri's arcane area effect hits Audri for 3 arcane damage.
You do not have enough Mana to use Phase Door.
Audri is no longer poisoned.
Bleeding from Aremina the midge swarm hits Audri for 7 physical damage.
Insidious Poison from Aremina the midge swarm hits Audri for 1 nature damage.
Audri's arcane area effect hits Audri for 3 arcane damage.
Talent Fireflash is ready to use.
Talent Flameshock is ready to use.
Bleeding from Aremina the midge swarm hits Audri for 7 physical damage.
Insidious Poison from Aremina the midge swarm hits Audri for 1 nature damage.
Audri's arcane area effect hits Audri for 3 arcane damage.
Erelurafang, the lone alchemist says: 'Help! Great wolf to the southeast!'
Audri picks up (a.): elm longbow.
Saving game...
