Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| 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 1.5.3Donators/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 | Cornac |
| Class | Adventurer |
| Level / Exp | 29 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by orc archer at level 29 on the 77th Pyre 122nd year of Ascendancy at 18:09 6 / 1 |
Primary Stats
| Strength | 24 (base 24) |
| Dexterity | 19 (base 19) |
| Constitution | 29.672421493586 (base 16) |
| Magic | 50 (base 45) |
| Willpower | 52 (base 43) |
| Cunning | 12 (base 12) |
Resources
| Mana | 412/478 |
| Psi_feedback | 150/150 |
| Vim | 69/76 |
| Life | -17/709 |
| Paradox | 330 |
| Healing Factor | 1.4868328365536 |
| Regeneration | 8.9953386611493 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 36 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 36 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 47.149927526256 (93.358024691358%) |
| Defense | 8 |
| Ranged Defense | 13 |
| Fatigue | 5 |
| Physical Save | 18 |
| Spell Save | 35 |
| Mental Save | 21 |
Defense: Resistances
| All | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 36% |
| Bleed Resistance | 65% |
| Instadeath Resistance | 100% |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 618% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Karma | 1.20 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Psionic / Discharge | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Martial enchantments | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Psionic / Feedback | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Blood magic | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 35%) Suffocating |
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 | pair of hardened leather boots of uncanny dodging (2 def, 3 armour) pair of hardened leather boots of uncanny dodging (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Ranged Defense: +5 (+5 eff.) Fatigue: +3% A pair of boots made of leather. |
| Quiver | quiver of elm arrows (18/18, 16-22.4 power, 5 apr) quiver of elm arrows (18/18, 16-22.4 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
| Light source | bright dwarven lantern of the sun bright dwarven lantern of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% darkness Changes damage: +9% light Damage affinity(heal): +5% light Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 34.35 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
| On hands | drakeskin leather gloves (0 def, 3 armour) drakeskin leather gloves (0 def, 3 armour)1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered yew wand of conjuration [power 349] (13 cooldown) overpowered yew wand of conjuration [power 349] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 174 to 349, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's voratun ring of perseverance conjurer's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +36% Life regen: +3.40 Spellpower: +10 (+3 eff.) Rings can have magical properties. |
| On fingers | savage's voratun ring of life savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Con Spell save: +15 (+6 eff.) Life regen: +1.30 Maximum life: +64.00 Maximum stamina: +23.00 Healing mod.: +22% Rings can have magical properties. |
| Around neck | restful copper amulet of willpower (+3) restful copper amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Wil Life regen: +1.10 Amulets can have magical properties. |
| In main hand | iron sceptre of cold (11-15.4 power, 2 apr) iron sceptre of cold (11-15.4 power, 2 apr)Requires: - Magic 10 - Constitution 2 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +8 Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +5 cold When wielded/worn: Changes damage: +10% cold Spellpower: +3 (+1 eff.) Blunt and deadly. |
| Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 A belt that goes around your waist. |
| In off hand | charmed stralite ritual blade of crippling (19.5-25.35 power, 9 apr) charmed stralite ritual blade of crippling (19.5-25.35 power, 9 apr)Requires: - Magic 28 - Dexterity 19 Powered by arcane forces Crafted by a master Enchantment: Weapon 1.00 Encumbrance. Type: weapon / ritual blade ; tier 4 Base power: 19.5 - 25.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +7 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Damage conversion: 12% arcane When wielded/worn: Physical crit. chance: +8.0% Changes damage: +12% arcane Spell crit. chance: +8% Sharp, short and deadly. |
| Cloak | thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic iron mail armour (2 def, 4 armour) prismatic iron mail armour (2 def, 4 armour)Requires: - Strength 11 - Talent Heavy Armour Training Powered by arcane forces Enchantment: Heavy Armour 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +11% Changes resistances: +11% light / +10% darkness A suit of armour made of mail. |
Inventory
rogue's stralite ring of life rogue's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Life regen: +0.50 Maximum life: +76.00 Healing mod.: +18% Rings can have magical properties. |
savage's gold ring savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+5 eff.) Maximum stamina: +16.00 Rings can have magical properties. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
balanced stralite longsword of paradox (33-46.2 power, 5 apr) balanced stralite longsword of paradox (33-46.2 power, 5 apr)Requires: - Strength 26 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 temporal When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +8 (+8 eff.) Damage when hit (Melee): 9 temporal Changes resistances: +9% temporal Disarm immunity: +39% Sharp, long, and deadly. |
bright iron ritual blade of illumination (8.5-11.05 power, 5 apr) bright iron ritual blade of illumination (8.5-11.05 power, 5 apr)Requires: - Magic 10 - Dexterity 5 Powered by arcane forces Infused by nature Enchantment: Weapon 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 8.5 - 11.1 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +4 Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% Damage (Melee): +4 blinding light Damage conversion: 8% light When wielded/worn: Defense: +5 (+5 eff.) Changes damage: +8% light Spell crit. chance: +2% Light radius: +3 Infravision radius: -1 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 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 114.49 light damage. Sharp, short and deadly. |
168 alchemist agate 168 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 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. |
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. |
Achievements
Arena Battler 20 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By AAA Why the Cornac Adventurer level 19
75th Pyre 122nd year of Ascendancy at 21:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By AAA Why the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 22:28 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By AAA Why the Cornac Adventurer level 20
76th Pyre 122nd year of Ascendancy at 00:30 see stats
Log
AAA Why hits Orc archer for 74 physical, 7 cold, 7 cold, 94 temporal (182 total damage).
AAA Why hits Orc archer for 5 cold, 50 physical, 5 cold, 3 arcane, 20 physical, 70 temporal (154 total damage).
Orc archer uses Infusion: Heroism.
Orc archer hits AAA Why for (1 absorbed), 0 physical (0 total damage).
AAA Why receives 17 healing.
Closed gate hits AAA Why for (192 absorbed), 0 physical (0 total damage).
AAA Why casts Jolt of Fate.
AAA Why hits Orc archer for 74 lightning damage.
AAA Why hits Orc archer for 78 lightning damage.
Orc archer calms down.
Orc archer shoots!
Orc archer's Shoot hits AAA Why for (53 absorbed), 0 physical, (17 absorbed), 0 nature, (26 absorbed), 0 arcane (0 total damage).
You collect a new ingredient: orc heart (1).
AAA Why receives 16 healing.
AAA Why hits Orc archer for 246 lightning damage.
AAA Why hits Orc archer for 257 lightning damage.
AAA Why killed Orc archer!
Closed gate hits AAA Why for 192 physical damage.
AAA Why uses Infusion: Wild.
AAA Why lessens the pain.
Orc archer shoots!
Orc archer shoots!
Orc archer roars triumphantly.
AAA Why hits Orc archer for 27 mind damage.
Orc archer's Shoot hits AAA Why for 70 physical damage.
AAA Why the level 29 cornac adventurer was hacked apart to death by an orc archer on level 40 of The Arena.
Orc archer's Shoot killed AAA Why!
AAA Why feels pain again.
