









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.] 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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:
Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord 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 | Arena |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Adventurer |
| Level / Exp | 24 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by master alchemist at level 24 on the 77th Pyre 122nd year of Ascendancy at 06:50 6 / 1 |
Primary Stats
| Strength | 64 (base 44) |
| Dexterity | 22 (base 12) |
| Constitution | 27 (base 14) |
| Magic | 71 (base 50) |
| Willpower | 18 (base 12) |
| Cunning | 19 (base 12) |
Resources
| Life | -56/627 |
| Mana | 51/143 |
| Stamina | 169/169 |
| Hate | 93/100 |
| Healing Factor | 1.1294416243655 |
| Regeneration | 0.28236040609138 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +150.10634867562% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 45 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Fire | +20% |
| Physical | +19% |
| Cold | +30% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 35.413408721348 (66.666666666667%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 20 |
| Physical Save | 29 |
| Spell Save | 27 |
| Mental Save | 18 |
Defense: Resistances
| Darkness | + 14%( 72%) |
| Light | + 14%( 72%) |
| Nature | + 14%( 72%) |
| Physical | + 22%( 72%) |
| Cold | + 45%( 72%) |
| All | + 4%( 72%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 10 turns. This enchantment increases your accuracy and armour by 18 and adds 20 arcane damage to all your hits. Its effects scale with your Cunning stat. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 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 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Chronomancy / Speed Control | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Whitehooves | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Inner Power |
| talent | Fiery Hands |
| talent | Shock Hands |
| talent | Arcane Combat |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target has been revealed, reducing its stealth power by 19. Luminescence |
| beneficial effect | Reduces physical damage received by 18%. Earthen Barrier |
| beneficial effect | The target is moving is 50% faster. 3 Celerity |
| beneficial effect | You have 5 charges. Death Momentum |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 | scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
| Quiver | pouch of iron shots (12/12, 16-19.2 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | hardened leather cap of absorption (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina when hit: +0.90 Equilibrium when hit: +1.70 A cap made of leather. |
| On fingers | wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +6 (+4 eff.) Confusion immunity: +20% Rings can have magical properties. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.32 cold and 11.28 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 17/60. This azure ring seems to be always moist to the touch. |
| Around waist | hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 It can be used to create a temporary shield that absorbs 194 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | arcing dwarven-steel greatmaul of erosion (44.5-66.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +7 temporal / +7 nature Massive two-handed mauls. |
| On hands | sand iron gauntlets of dexterity (+3) (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Dex Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | prismatic dwarven-steel mail armour of cold resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Changes resistances: +18% cold / +10% light / +10% darkness A suit of armour made of mail. |
| Cloak | cashmere cloak of Eldoral (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Changes resistances cap: +2% all Physical save: +7 (+3 eff.) Amulets can have magical properties. |
Inventory
Newly picked upmarksman's gold ring of lightning (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances: +26% lightning Changes damage: +13% lightning Rings can have magical properties. |
Newly picked uppulsing mindstar of life (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +0.70 Maximum life: +18.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. |
Newly picked upmagewarrior's short yew vilestaff of greater warding (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Armour: +9 Defense: +8 (+7 eff.) Maximum wards: +3 acid Changes damage: +20% acid Talents granted: +2 Ward +1 Command Staff Critical mult.: +10.00% Spellpower: +16 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Newly picked upcleansing hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +21% acid / +13% nature / +13% blight A suit of armour made of leather. |
Newly picked upoverpowered dragonbone totem of thorny skin [power 115] (17/30 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 115 and armour hardiness by 70%, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Arena Battler 20 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By Walker the Whitehoof Adventurer level 15
75th Pyre 122nd year of Ascendancy at 19:40 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Walker the Whitehoof Adventurer level 10
75th Pyre 122nd year of Ascendancy at 04:30 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Walker the Whitehoof Adventurer level 20
76th Pyre 122nd year of Ascendancy at 12:43 see stats
Log
You pickup 0.65 gold pieces.
Master alchemist casts Rune: Acid Wave.
Walker is disarmed!
You fight through the pain! (+9 hate)
Master alchemist hits Walker for (8 resist armour), 185 acid (185 total damage).
Master alchemist casts Shockwave Bomb.
Walker is knocked back!
Master alchemist hits Walker for (16 resist armour), 40 physical (40 total damage).
Master alchemist uses Infusion: Sun.
Walker loses sight!
Walker has been illuminated.
Walker misses Something.
Ran for 2 turns (stop reason: didn't move).
Your hatred grows even as your life fades! (+18 hate)
Something hits Walker for (20 resist armour), 239 acid (239 total damage).
Walker the level 24 whitehoof adventurer was scalded to death by a master alchemist on level 36 of The Arena.
Something killed Walker!
Walker recovers sight.
Walker rearms.
Walker is no longer illuminated.
Walker deactivates Fiery Hands.
Walker deactivates Shock Hands.
Walker's skin returns to normal.
Walker deactivates Arcane Feed.
Walker deactivates Arcane Combat.
Walker deactivates Inner Power.















































