Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! ZOmnibus Addon Pack 1.4.0Combines 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: Items Vault 1.3.0Donators/Buyers bonus! 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. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 14 / 13% |
Size | medium |
Lifes / Deaths | Killed by Gelrana the slaver at level 12 on the 29th Dusk 122nd year of Ascendancy at 06:52 0 / 6Killed by Gelrana the slaver at level 12 on the 29th Dusk 122nd year of Ascendancy at 08:51 Killed by Betoreth the vampire at level 14 on the 56th Dusk 122nd year of Ascendancy at 12:18 Killed by Betoreth the vampire at level 14 on the 56th Dusk 122nd year of Ascendancy at 13:35 Killed by Betoreth the vampire at level 14 on the 56th Dusk 122nd year of Ascendancy at 14:35 Killed by greater gwelgoroth at level 14 on the 57th Dusk 122nd year of Ascendancy at 23:23 |
Primary Stats
Strength | 37 (base 30) |
Dexterity | 25 (base 23) |
Constitution | 28 (base 28) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -66/435 |
Stamina | 45/129 |
Healing Factor | 1 |
Regeneration | 5.2612968211373 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 7 |
See Invisible | 17 |
Offense: Mainhand
Damage | 52 |
Accuracy | 29 |
Crit Chance | 11% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 54.046433204638 (88.454810495627%) |
Defense | 28 |
Ranged Defense | 31 |
Fatigue | 28 |
Physical Save | 37 |
Spell Save | 32 |
Mental Save | 23 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 19% |
Blind Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 59% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 17% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Shield Wall |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is in the center of a lightning hurricane, doing 16.68 to 50.04 lightning damage to itself and others around every turn. Hurricane |
beneficial effect | Reduces physical damage received by 17% and provides a 9% chance to ignore critical hits. Juggernaut |
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 |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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 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 |
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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Zyndil the pair of rough leather boots (0 def, 1 armour) Zyndil the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +1 Str / +2 Dex Maximum encumbrance: +23 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Light source | Glimmerserpent GlimmerserpentCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 light Light radius: +5 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 | dwarven-steel helm 'Runostir' (0 def, 4 armour) dwarven-steel helm 'Runostir' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +2 Str Stamina each turn: +0.40 Maximum stamina: +10.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 101.1 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | steady iron gauntlets (0 def, 1 armour) steady iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | steel torque of kinetic psionic shield [power 53] (20 cooldown) steel torque of kinetic psionic shield [power 53] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
On fingers | gold ring 'Shadowstun' gold ring 'Shadowstun'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +24% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness Maximum encumbrance: +30 Blindness immunity: +26% Stamina each turn: +0.20 Mindpower: +6 (+3 eff.) Infravision radius: +4 See stealth: +7 See invisible: +14 Rings can have magical properties. |
Around neck | savior's steel amulet of the eclipse savior's steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 6% chance to blind * 7% chance to inflict damage reduction Changes damage: +5% light / +7% darkness Physical save: +12 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Amulets can have magical properties. |
In main hand | plaguebringer's steel longsword of massacre (22-30.8 power, 3 apr) plaguebringer's steel longsword of massacre (22-30.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 7% chance to disease Damage (Melee): +6 blight When wielded/worn: Disease immunity: +12% Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | icy steel shield of resilience (6 def, 2 armour, 18-21.6 power, 39 block) icy steel shield of resilience (6 def, 2 armour, 18-21.6 power, 39 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +39 Damage (Melee): +10 cold When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 10 ice Talent granted: +2 Block Maximum life: +40.00 Handheld deflection devices. |
Cloak | linen cloak 'Olothel' (1 def, 0 armour) linen cloak 'Olothel' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +2 Cun Reduces incoming crit damage: 15.00% Infravision radius: +2 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Haryhor the Blackpain (4 def, 9 armour) Haryhor the Blackpain (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 4 darkness / 8 light Changes resistances: +17% cold Changes damage: +9% darkness A suit of armour made of metal plates. |
Inventory
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
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. |
Achievements
By Daken the Cornac Bulwark level 11
28th Dusk 122nd year of Ascendancy at 13:50 see stats
By Daken the Cornac Bulwark level 12
39th Dusk 122nd year of Ascendancy at 10:40 see stats
By Daken the Cornac Bulwark level 11
28th Dusk 122nd year of Ascendancy at 12:01 see stats
By Daken the Cornac Bulwark level 10
7th Mirth 122nd year of Ascendancy at 23:33 see stats
By Daken the Cornac Bulwark level 11
6th Flare 122nd year of Ascendancy at 13:13 see stats
By Daken the Cornac Bulwark level 9
3rd Mirth 122nd year of Ascendancy at 20:04 see stats
By Daken the Cornac Bulwark level 12
29th Dusk 122nd year of Ascendancy at 22:21 see stats
By Daken the Cornac Bulwark level 13
55th Dusk 122nd year of Ascendancy at 14:19 see stats
By Daken the Cornac Bulwark level 12
29th Dusk 122nd year of Ascendancy at 03:34 see stats
Log
Daken misses Gwelgoroth.
Gwelgoroth resists!
Gwelgoroth hits Daken for 1 lightning damage.
Daken hits Gwelgoroth for 10 cold, 4 physical, 13 light, 5 darkness, , (31 total damage).
Daken hits Gwelgoroth for 9 cold, 4 physical, 13 light, 5 darkness, , (31 total damage).
Gwelgoroth's morale has been lowered.
Daken has finished recovering.
Hurricane from Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Hurricane from Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Hurricane from Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Hurricane from Ultimate gwelgoroth hits Daken for 33 lightning damage.
Gwelgoroth casts Lightning.
Ultimate gwelgoroth casts Lightning.
Gwelgoroth misses Daken.
Ultimate gwelgoroth hits Daken for 77 lightning damage.
Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Gwelgoroth hits Daken for 62 lightning damage.
Daken deactivates Daunting Presence.
Hurricane from Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Hurricane from Ultimate gwelgoroth hits Daken for 37 lightning damage.
Hurricane from Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Hurricane from Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Daken uses Juggernaut.
Daken hardens its skin.
Ultimate gwelgoroth has regained its confidence.
Greater gwelgoroth casts Lightning.
Saving game...