Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Better Item Description 1.5.5This 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 Bladebender 1.5.6 Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Earth Knight |
Level / Exp | 12 / 65% |
Size | medium |
Lifes / Deaths | Killed by Neriwe the giant white ant at level 12 on the 74th Pyre 122nd year of Ascendancy at 22:13 1 / 3Killed by Belerenn the copperhead snake at level 12 on the 75th Pyre 122nd year of Ascendancy at 03:12 Killed by Voromira the great wolf at level 12 on the 75th Pyre 122nd year of Ascendancy at 13:52 |
Primary Stats
Strength | 21 (base 19) |
Dexterity | 16 (base 10) |
Constitution | 21 (base 20) |
Magic | 23 (base 23) |
Willpower | 27 (base 23) |
Cunning | 12 (base 10) |
Resources
Life | 298/298 |
Mana | 251/251 |
Stamina | 176/176 |
Healing Factor | 1.086387434555 |
Regeneration | 1.1407068062827 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 26 |
Accuracy | 40 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +4% |
Darkness | +12% |
Light | +3% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Defense: Base
Armour (hardiness) | 25.596689338462 (59.10447761194%) |
Defense | 17 |
Ranged Defense | 21 |
Fatigue | 20 |
Physical Save | 23 |
Spell Save | 27 |
Mental Save | 22 |
Defense: Resistances
Blight | + 10%( 70%) |
Arcane | + 6%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 16%( 70%) |
Light | + 9%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 5%( 70%) |
Nature | + 5%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 32% |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Spell / Earth | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Terramancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Terramorphism | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Terrakinesis | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Escort the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom) | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 3% of the way to your next Rank. You have killed: 3 Uniques 1 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
Equipment
On feet | insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% Resists +5% fire +6% cold A pair of boots made of leather. |
On hands | naturalist's rough leather gloves (0 def, 1 armour) naturalist's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +5% nature Unarmed combat: Power 7.0 - 7.7 Physical Uses 4% Dex, 40% Cun, 80% Mag 4% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Poison Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Glimmerbolt (0 def, 3 armour) Glimmerbolt (0 def, 3 armour)3.0 T1 head armor [Random Unique] Master While equipped: Stats +3 Dex +3 Wil dps ---------- Melee Ret 20 light ----- def ----- Armour +3 Fatigue +5% Resists +7% blight +9% light Mind.save +6 (+3 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | wizard's copper ring of perseverance wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
Around waist | rough leather belt rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
In main hand | Ce'Nirin the Unlightquencher (20-28 power, 3 apr) Ce'Nirin the Unlightquencher (20-28 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master Power 20.0 - 28.0 Physical Uses 100% Mag, 10% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 arcane +4 darkness While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% arcane Acc +7 (+3 eff.) Melee Ret 8 darkness ----- def ----- Defense +7 (+5 eff.) Resists +6% darkness Disarm- +32% One-handed war axes. |
In off hand | reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 8-9.6 power, 48 block) reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 8-9.6 power, 48 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Mag, 10% Str Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +2.5% Block +48 While equipped: ----- def ----- Armour +7 Defense +4 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Light source | brass lantern 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. |
Main armor | Dazzlebiter (2 def, 9 armour) Dazzlebiter (2 def, 9 armour)14.0 T1 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% light Melee Ret 12 blight 8 light On Hit (Melee): * 30% chance to blind * 20% chance to disease ----- def ----- Armour +9 Defense +2 (+2 eff.) Fatigue +8% Resists +6% arcane +3% blight Phys.save +7 (+4 eff.) Spell.save +13 (+6 eff.) A suit of armour made of mail. |
Inventory
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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 243/400 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 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. |
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. |
citrine 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. |
Achievements
By rock the Thalore Earth Knight level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Ran for 3 turns (stop reason: didn't move).
Ran for 4 turns (stop reason: didn't move).
Ran for 8 turns (stop reason: store entrance spotted).
Ran for 9 turns (stop reason: didn't move).
Resting starts...
Rested for 31 turns (stop reason: all resources and life at maximum).
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
Ran for 38 turns (stop reason: saving).
There is a Shatur (Town) here (press '' or right click to use).
Saving game...
Today is the 77th Pyre of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
There is a Way into the heart of the gloom here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
Saving done.
There is a ladder to worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.