Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ghoul |
Class | Reaver |
Level / Exp | 6 / 84% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 37 (base 17) |
Dexterity | 15 (base 11) |
Constitution | 34 (base 10) |
Magic | 34 (base 29) |
Willpower | 10 (base 10) |
Cunning | 8 (base 10) |
Resources
Life | 366/384 |
Vim | 77/80 |
Healing Factor | 1.185336564623 |
Regeneration | 2.6670072704018 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 44 |
Accuracy | 41 |
Crit Chance | 2% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 41 |
Crit Chance | 2% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Nature | +4% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 11 |
Physical Save | 22 |
Spell Save | 15 |
Mental Save | 11 |
Defense: Resistances
Nature | + 5%( 70%) |
Darkness | + 6%( 70%) |
Light | + 5%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Ruin |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is on fire, taking 9.03 fire damage per turn. Burning |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | pair of rough leather boots 'Ce'Nolle' (0 def, 1 armour) pair of rough leather boots 'Ce'Nolle' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Spell.pwr +4 (+2 eff.) Acc +10 (+4 eff.) Apr +1 ----- def ----- Armour +1 A pair of boots made of leather. |
On hands | naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour) naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 nature Dmg.mod +4% nature Acc +10 (+4 eff.) ----- def ----- Armour +1 Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | iron helm of constitution (+2) (0 def, 3 armour) iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Around waist | nightruned rough leather belt of valiance nightruned rough leather belt of valiance1.0 T1 belt armor [Ego+] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Resists +5% light +6% darkness Mind.save +5 (+5 eff.) Max.HP +48.00 A belt that goes around your waist. |
Main armor | rejuvenating rough leather armour (3 def, 2 armour) rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Light source | brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +3 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. |
In off hand | iron mace of massacre (18-24 power, 2 apr) iron mace of massacre (18-24 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
In main hand | acidic iron mace of massacre (18-24 power, 2 apr) acidic iron mace of massacre (18-24 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Blunt and deadly. |
Inventory
blink rune of the titan (range 5; phase 14; cd 19) blink rune of the titan (range 5; phase 14; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 54; cd 13) shatter afflictions rune of the wizard (absorb 54; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 136; dur 4; cd 14) shielding rune of the sneak (absorb 136; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 136 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 170; dur 3; cd 18) shielding rune of the wizard (absorb 170; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 170 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
Gloryma the Dourroar Gloryma the Dourroar0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% blight Res.pen +20% blight On Hit (Melee): * 20% chance to reduce damage dealt by 9% ----- def ----- Resists +3% nature Mind.save +6 (+6 eff.) Confus- +22% Rings make your fingers look great! |
balanced iron battleaxe (13-20 power, 1 apr) balanced iron battleaxe (13-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 13.0 - 19.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +29% Massive two-handed battleaxes. |
arcing iron greatsword of paradox (14-23 power, 1 apr) arcing iron greatsword of paradox (14-23 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage While equipped: ----- def ----- Resists +9% temporal Massive two-handed swords. |
Sunbrawn (12-17 power, 2 apr) Sunbrawn (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 nature On Hit.r1 +12 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +3% light +9% fire One-handed war axes. |
iron waraxe (11-15 power, 2 apr) iron waraxe (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe (12-17 power, 2 apr) iron waraxe (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron dagger (10-12 power, 5 apr) iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Strikefist (3-3 power, 12 apr, nature damage) Strikefist (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +8 lightning While equipped: Stats +1 Mag +3 Con dps ---------- Mind.crit +1% Mind.pwr +4 (+4 eff.) Dmg.mod +3% mind ----- def ----- Resists +3% mind ---------- misc Talents +1 Attune Mindstar 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. |
Elenurim the Frostrupture (0 def, 0 armour) Elenurim the Frostrupture (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold +10% fire Res.pen +20% light On Hit (Melee): * 10% chance to reduce all saves and defense by 10 ----- def ----- Resists +15% fire +3% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
pair of iron boots 'Ivath' (0 def, 3 armour) pair of iron boots 'Ivath' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Resists +5% arcane +6% blight Phys.save +5 (+2 eff.) HP.reg +4.00 Stun/Frz- +10% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Durokath the Dawnwinnow (0 def, 1 armour) Durokath the Dawnwinnow (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +3% nature Res.pen +10% light On Hit (Melee): * 10% chance to reduce damage dealt by 9% ----- def ----- Armour +1 Fatigue +1% Resists +8% nature +3% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
2 agate 2 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. |
ametrine 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. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Transmogrification Chest 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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
Log
Resting starts...
Rested for 22 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the southwest (poison ivy)).
Dirge casts Virulent Strike.
Dirge hits Poison ivy for 64 physical damage.
Dirge killed Poison ivy!
Talent Virulent Strike is ready to use.
Giant green ant hits Dirge for 10 physical damage.
Giant green ant is afflicted by a weakness disease!
Dirge receives 5 healing from Ruin.
Dirge hits Giant green ant for 47 physical, 5 nature, 10 blight, 34 physical (96 total damage).
Dirge killed Giant green ant!
Talent Virulent Disease is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Gloryyatha the stone troll casts Throw Bomb.
Ran for 8 turns (stop reason: detrimental status effect).
Dirge is on fire!
Gloryyatha the stone troll hits Dirge for 16 fire damage.
Burning from Gloryyatha the stone troll hits Dirge for 5 fire damage.
Dirge casts Drain.