










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 15 / 74% |
| Size | small |
| Lifes / Deaths | Killed by Ericor the human at level 15 on the 38th Dusk 122nd year of Ascendancy at 21:00 / 2Killed by thought-forged warrior at level 15 on the 38th Dusk 122nd year of Ascendancy at 21:12 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 44 (base 33) |
| Constitution | 23 (base 18) |
| Magic | 20 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 42 (base 30) |
Resources
| Life | -30/394 |
| Stamina | 144/147 |
| Healing Factor | 1.5610362694301 |
| Regeneration | 4.4489533678757 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 34.921546859523 |
| See Invisible | 34.921546859523 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 50 |
| Crit Chance | 26% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 50 |
| Crit Chance | 23% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Lightning | +6% |
| Fire | +30% |
| Darkness | +5% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +16% |
| Fire | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 17 (57.811550151976%) |
| Defense | 57 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 13 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 23%( 70%) |
| Lightning | + 15%( 70%) |
| Darkness | + 19%( 70%) |
| Cold | + 26%( 70%) |
| Blight | + 32%( 70%) |
| Acid | + 15%( 70%) |
| Fire | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 5% |
| Pinning Resistance | 21% |
| Disarm Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 127 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Trained Reactions |
| beneficial effect | Increases defense by 17. Mobile Defense |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 24 defense. Evasion |
| beneficial effect | Parrying melee and ranged attacks: Has a 52% chance to deflect up to 12 damage from the next 1.5 attack(s). Parried attacks cannot crit. Parrying |
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. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | 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 have explored the Sandworm Lair and vanquished their Queen. * 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Durydorab (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Fatigue +3% Resists +9% fire +6% darkness +6% cold HP.reg +2.60 Heal.mod +16% ---------- misc Telepathy Humanoid/Orc A pair of boots made of leather. |
| Light source | Velariavena the Cracklewaker2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +3% darkness +3% nature Phys.save +12 (+6 eff.) ---------- misc Light +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 | miner's rough leather cap of trickery (0 def, 3 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
| On hands | Glimmerbearer the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +9% blight Disarm- +15% Confus- +5% ---------- misc Light +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +21.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
| On fingers | copper ring 'Emelulle'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% mind On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +6 Resists +3% blight +9% fire Rings can have magical properties. |
| Around neck | gold amulet 'Abysstaint'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% fire Res.pen +10% lightning +10% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% lightning Stun/Frz- +25% Amulets can have magical properties. |
| In main hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 10% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 7 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 68.34 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | thunderous dwarven-steel dagger of projection (18.5-24.05 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Psionic Power 18.5 - 24.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 7% chance to daze at end of turn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +1 Str +1 Dex +2 Mag +1 Wil +2 Cun +3 Con dps ---------- Res.pen +6% lightning Sharp, short and deadly. |
| Cloak | Xewe (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Apr +2 ----- def ----- Defense +7 (+2 eff.) Rng.Def +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +15% acid A suit of armour made of leather. |
Inventory
regeneration infusion of the warrior (heal 169 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 169 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
marksman's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings can have magical properties. |
hateful steel dagger of massacre (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 17.5 - 22.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness Against +4% Living Sharp, short and deadly. |
steel dagger 'Fogclamor' (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 17.5 - 22.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature +7 temporal While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+2 eff.) ----- def ----- Resists +3% darkness Phys.save +12 (+6 eff.) Heal.mod +5% Sharp, short and deadly. |
steel dagger of projection (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Psionic Power 12.5 - 16.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
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. |
Gunezilamachik the hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +2 Cun +4 Wil dps ---------- Dmg.mod +3% mind Res.pen +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +9% acid +6% physical Phys.save +13 (+6 eff.) ---------- misc Telepathy Dragon A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +4 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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 347/400 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. |
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. |
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. |
9 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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Hobbit Jack the Halfling Rogue level 10
1st Flare 122nd year of Ascendancy at 17:10 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Hobbit Jack the Halfling Rogue level 13
24th Dusk 122nd year of Ascendancy at 18:58 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Hobbit Jack the Halfling Rogue level 8
9th Mirth 122nd year of Ascendancy at 07:18 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Hobbit Jack the Halfling Rogue level 14
32nd Dusk 122nd year of Ascendancy at 22:36 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Hobbit Jack the Halfling Rogue level 15
38th Dusk 122nd year of Ascendancy at 21:00 see stats
Log
Ericor the human's forge barrier hits Hobbit Jack for 2 mind, 1 fire (3 total damage).
Ericor the human uses Mind Sear.
Hobbit Jack tries to evade attacks.
Ericor the human hits Hobbit Jack for 200 mind damage.
You cannot go into the wilds with the following effects: Burning, Off-balance
Burning from Ericor the human hits Hobbit Jack for 3 fire damage.
Ericor the human uses Distortion Bolt.
Hobbit Jack deflects the projectile from Ericor the human to the northwest!
Burning from Ericor the human hits Hobbit Jack for 3 fire damage.
Hobbit Jack is no longer evading attacks.
Talent Trained Reactions is ready to use.
Burning from Ericor the human hits Hobbit Jack for 3 fire damage.
Hobbit Jack stops burning.
Thought-forged warrior rushes out!
Something misses Hobbit Jack.
Hobbit Jack activates Trained Reactions.
There is an exit to the worldmap here (press '' or right click to use).
Hobbit Jack reacts to damage from Something, mitigating the blow!.
Hobbit Jack tries to evade attacks.
Something hits Hobbit Jack for (55 reacted , -5 stam), 144 mind (144 total damage).
Dabci the thalore summons a War Hound!
Dabci the thalore's mind surges with critical power!
Talent Stealth is ready to use.
Talent Infusion: Wild is ready to use.
Saving game...















































































