Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Infinite500 v2.5h: Revised high level play for ToME 1.4.8Version 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. |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 10 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 14 (base 14) |
| Dexterity | 12 (base 12) |
| Constitution | 26 (base 26) |
| Magic | 16 (base 16) |
| Willpower | 13 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 215/314 |
| Mana | 130/151 |
| Stamina | 128/134 |
| Healing Factor | 1.6893279604835 |
| Regeneration | 0.42233199012088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 46 |
| Crit Chance | 3% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 17.777011280365 (92.952380952381%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 12 |
| Physical Save | 16 |
| Spell Save | 11 |
| Mental Save | 10 |
Defense: Resistances
| All | + 15%(100%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (1/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 100 damage for 5 turns. |
Class Talents
| Golem / Fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Golem / Arcane | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
| detrimental effect | The target is hexed. Each time it uses an ability it takes 21.79 fire damage, and talent cooldowns are increased by 19% plus 1 turn. Burning Hex |
Quests
Equipment
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
| In main hand | iron greatsword 'Ravenspire' (17-27.2 power, 1 apr) iron greatsword 'Ravenspire' (17-27.2 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to cause random gloom Damage (Melee): +7 mind Burst (radius 1) on hit: +4 acid When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +25% acid Changes damage: +3% darkness Massive two-handed swords. |
Inventory
Newly picked up Ivoganor the iron greatmaul (18-27 power, 2 apr)Ivoganor the iron greatmaul (18-27 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +4 Str / +1 Con Physical save: +3 (+3 eff.) Massive two-handed mauls. |
Newly picked up SurefireSurefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
spiked cured leather armour of fire resistance (2 def, 4 armour) spiked cured leather armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +15% fire A suit of armour made of leather. |
iron plate armour 'Coaltrail' (3 def, 7 armour) iron plate armour 'Coaltrail' (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Changes stats: +1 Dex Changes resistances: +5% physical Changes resistances penetration: +15% darkness Physical save: +11 (+7 eff.) A suit of armour made of metal plates. |
reinforced iron shield (4 def, 6 armour, 45 block) reinforced iron shield (4 def, 6 armour, 45 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Achievements
Log
Venom drake hatchling hits DrJizz for 29 physical damage.
Lisudanor the venom drake hatchling hits DrJizz for 30 physical damage.
DrJizz hits Venom drake hatchling for 9 cold damage.
You are unable to move!
Lisudanor the venom drake hatchling is on fire!
Bleeding from Lisudanor the venom drake hatchling hits DrJizz for 3 physical damage.
Rotting Disease from Lisudanor the venom drake hatchling hits DrJizz for 19 blight damage.
DrJizz's Flame hits Lisudanor the venom drake hatchling for 48 fire damage.
Lisudanor the venom drake hatchling casts Soul Rot.
Lisudanor the venom drake hatchling's spell attains critical power!
Venom drake hatchling misses DrJizz.
Burning from DrJizz hits Lisudanor the venom drake hatchling for 16 fire damage.
Lisudanor the venom drake hatchling's Soul Rot hits DrJizz for 159 blight damage.
Golem (servant of DrJizz) casts Eye Beam.
Character control switched to golem (servant of DrJizz).
Lisudanor the venom drake hatchling hits golem (servant of DrJizz) for 13 fire damage.
golem (servant of DrJizz) hits DrJizz for 103 fire damage.
golem (servant of DrJizz) hits Venom drake hatchling for 113 fire damage.
golem (servant of DrJizz) killed DrJizz!
Lisudanor the venom drake hatchling casts Drain.
Burning from DrJizz hits Lisudanor the venom drake hatchling for 16 fire damage.
Lisudanor the venom drake hatchling's Drain hits Venom drake hatchling for 76 blight damage.
Talent Rune: Shielding is ready to use.
Lisudanor the venom drake hatchling casts Bone Spear.
Lisudanor the venom drake hatchling hits golem (servant of DrJizz) for 37 physical damage.
Burning from DrJizz hits Lisudanor the venom drake hatchling for 16 fire damage.
Golem (servant of DrJizz) is free from the hex.
