Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Female |
Race | Yeek |
Class | Temporal Warden |
Level / Exp | 9 / 13% |
Size | small |
Lifes / Deaths | Killed by Veluralewe the midge swarm at level 4 on the 78th Pyre 122nd year of Ascendancy at 05:31 0 / 5Killed by elven cultist at level 8 on the 1st Mirth 122nd year of Ascendancy at 02:31 Killed by snow giant boulder thrower at level 8 on the 1st Mirth 122nd year of Ascendancy at 03:24 Killed by elven cultist at level 8 on the 1st Mirth 122nd year of Ascendancy at 04:09 Killed by oozing horror at level 9 on the 1st Mirth 122nd year of Ascendancy at 09:40 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 15 (base 17) |
Constitution | 10 (base 15) |
Magic | 32 (base 30) |
Willpower | 18 (base 12) |
Cunning | 14 (base 10) |
Resources
Life | -39/189 |
Paradox | 423 |
Healing Factor | 1.13 |
Regeneration | 13.8425 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 38 |
Accuracy | 21 |
Crit Chance | 2% |
APR | 5 |
Speed | 0.80 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Acid | +12% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 6 |
Physical Save | 15 |
Spell Save | 21 |
Mental Save | 16 |
Defense: Resistances
Acid | + 16%( 70%) |
Darkness | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Weapon Folding |
beneficial effect | Each turn will fire an arrow at oozing horror. Arrow Echoes |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The target is being strangled and may not cast spells and suffers 32 damage each turn. Strangle Hold |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 17 |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Tool | iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Quiver | deadly quiver of elm arrows of wind (14/15, 24-33.6 power, 5 apr) deadly quiver of elm arrows of wind (14/15, 24-33.6 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Master Power 24.0 - 33.6 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 15 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
Main armor | rough leather armour of acid resistance (1 def, 2 armour) rough leather armour of acid resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | survivor's alchemist's lamp of clarity survivor's alchemist's lamp of clarity1.0 T3 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +8 (+6 eff.) Mind.save +5 (+4 eff.) Heal.mod +13% ---------- misc Light +3 See.Stealth +5 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | shielding linen wizard hat of darkness (+15%) (1 def, 0 armour) shielding linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
In main hand | elm longbow of acid elm longbow of acid4.0 T1 longbow 2H weapon [Ego] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +9 acid While equipped: dps ---------- Dmg.mod +12% acid Longbows are used to shoot arrows at your foes. |
Inventory
wild infusion of the sneak (resist 11%; cure magical) wild infusion of the sneak (resist 11%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune (range 5; power 15; dur 3) phase door rune (range 5; power 15; dur 3)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
cruel elm starstaff of illumination (10-12 power, 2 apr, darkness element) cruel elm starstaff of illumination (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +1% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 59.48 light damage. Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel greatmaul of dampening (39.5-59.25 power, 2 apr) balanced dwarven-steel greatmaul of dampening (39.5-59.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Disrupt/Master Power 39.5 - 59.3 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +9 (+8 eff.) Resists +13% acid +14% fire +10% cold +12% lightning Spell.save +9 (+4 eff.) Disarm- +28% Massive two-handed mauls. |
balanced iron greatsword of erosion (16-25.6 power, 1 apr) balanced iron greatsword of erosion (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Nature/Master Power 16.0 - 25.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 nature +7 temporal While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +29% Massive two-handed swords. |
iron greatsword (17.5-28 power, 1 apr) iron greatsword (17.5-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.5 - 28.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
arcing coral trident of massacre (20.5-32.8 power, 6 apr) arcing coral trident of massacre (20.5-32.8 power, 6 apr)3.0 T1 trident 2H weapon [Ego] Arcane/Master Power 20.5 - 32.8 Physical Uses 120% Mag Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming iron longsword of massacre (17.5-24.5 power, 2 apr) flaming iron longsword of massacre (17.5-24.5 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
mossy mindstar (3-3.3 power, 12 apr, nature damage) mossy mindstar (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Nature Uses 30% Wil, 0% Mag, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of clarity (6-6.6 power, 18 apr, mind damage) horrifying vined mindstar of clarity (6-6.6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 Mind Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) Dmg.mod +2% mind +2% darkness Melee Ret 3 mind 4 darkness ----- def ----- Mind.save +2 (+2 eff.) ---------- misc Max.psi +10.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
quiver of ash arrows 'Fogstreak' (29/55, 24-33.6 power, 7 apr) quiver of ash arrows 'Fogstreak' (29/55, 24-33.6 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Rare] Master Power 24.0 - 33.6 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 55 Ranged+ +8 darkness On Hit.r1 +4 acid On Crit.r2 +8 acid On Hit: * 20% chance to corrode armour by 30% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Str 25 Heavy Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+8 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour) spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +15% temporal A suit of armour made of mail. |
iron plate armour of acid resistance (3 def, 7 armour) iron plate armour of acid resistance (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +16% acid A suit of armour made of metal plates. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap of strength (+3) (0 def, 1 armour) grounding rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
miner's hardened leather cap of strength (+2) (0 def, 4 armour) miner's hardened leather cap of strength (+2) (0 def, 4 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
Ce'Nerin the granite wardstone Ce'Nerin the granite wardstone1.0 T2 wardstone armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +13 (+10 eff.) Rng.Def +9 (+8 eff.) Dmg.red +2 all Proj.slow +15% Heal.mod +5% ---------- misc Psi/turn +0.30 Max.psi +10.00 Handheld warding devices |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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
Log
Hafer casts Blade Shear.
You collect a new ingredient: orc heart (1).
Hafer misses Orc assassin.
Oozing horror attunes to the damage.
Oozing horror is invigorated by the attack!
Hafer steals life from Orc assassin!
Hafer hits Orc assassin for 14 blight, 45 physical (60 total damage).
Hafer hits Oozing horror for 46 temporal damage.
Hafer killed Orc assassin!
Oozing horror uses Slime Wave.
Hafer casts Arrow Echoes.
Hafer warps space-time to equip: elm longbow of acid
deadly quiver of elm arrows of wind.
Oozing horror uses Tentacle Grab.
Oozing horror's mind surges with critical power!
Hafer is grappled!
Hafer is being strangled.
Hafer slows down.
Oozing horror's nature slow area effect hits Hafer for 28 nature damage.
Hafer uses Infusion: Regeneration.
Hafer starts regenerating health quickly.
Strangle Hold from Oozing horror hits Hafer for 32 nature damage.
Grappled from Oozing horror hits Hafer for 16 physical damage.
Oozing horror is invigorated by the attack!
Oozing horror is invigorated by the attack!
Hafer's Arrow Echoes hits Oozing horror for 29 physical, 9 acid, 10 temporal (47 total damage).
Oozing horror uses Ooze Spit.
Oozing horror's nature slow area effect hits Hafer for 28 nature damage.
Saving game...