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 | Shalore |
Class | Earth Knight |
Level / Exp | 17 / 87% |
Size | medium |
Lifes / Deaths | Killed by greater gwelgoroth at level 16 on the 3rd Flare 122nd year of Ascendancy at 19:00 4 / 1 |
Primary Stats
Strength | 24 (base 22) |
Dexterity | 11 (base 10) |
Constitution | 22 (base 22) |
Magic | 36 (base 31) |
Willpower | 31 (base 25) |
Cunning | 17 (base 10) |
Resources
Life | 437/437 |
Mana | 249/301 |
Stamina | 200/200 |
Healing Factor | 1.22375 |
Regeneration | 0.9178125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 28 |
Accuracy | 5 |
Crit Chance | 10% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 28 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Acid | +4% |
Light | +9% |
Temporal | +6% |
Cold | +5% |
Arcane | +4% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 38.434838062803 (84.180064308682%) |
Defense | 18 |
Ranged Defense | 23 |
Fatigue | 24 |
Physical Save | 16 |
Spell Save | 35 |
Mental Save | 26 |
Defense: Resistances
Blight | + 19%( 70%) |
Physical | + 4%( 70%) |
Mind | + 12%( 70%) |
All | + 3%( 70%) |
Light | + 9%( 70%) |
Temporal | + 6%( 70%) |
Cold | + 19%( 70%) |
Fire | + 23%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 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
Spell / Terramorphism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Terramancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Terrakinesis | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Spell / Stone | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Technique / Conditioning | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
Effects
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 6% of the way to your next Rank. You have killed: 6 Uniques 2 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Equipment
On feet | Hellarc the pair of rough leather boots (2 def, 1 armour) Hellarc the pair of rough leather boots (2 def, 1 armour)2.0 T1 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +6% temporal Res.pen +15% temporal Apr +4 On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% Resists +15% fire A pair of boots made of leather. |
On hands | cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire Unarmed combat: Power 7.5 - 8.3 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 +5 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Manylin (1 def, 2 armour) Manylin (1 def, 2 armour)2.0 T1 head armor [Random Unique] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Dmg.mod +4% acid +4% lightning +5% cold +4% arcane +5% fire ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +3% mind +1% physical Spell.save +27 (+10 eff.) ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
On fingers | copper ring 'Betamina' copper ring 'Betamina'0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Mind.crit +1% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Resists +6% mind +3% temporal Max.HP +47.00 HP.reg +0.50 Heal.mod +13% ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Rings can have magical properties. |
On fingers | psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
Around waist | rough leather belt 'Lustrerock' rough leather belt 'Lustrerock'1.0 T1 belt armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% light Melee Ret 12 light ----- def ----- Fatigue -5% Resists +3% light ---------- misc Max.enc +22 Light +2 A belt that goes around your waist. |
In main hand | Eremerosin (16.5-21.45 power, 5 apr) Eremerosin (16.5-21.45 power, 5 apr)1.0 T1 dagger 1H weapon [Random Unique] Nature/Master Power 16.5 - 21.4 Physical Uses 4% Str, 90% Mag, 4% Dex Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 acid +20 blight On Hit: * 40% chance to disease * 20% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +5% nature Melee Ret 8 blight ----- def ----- Resists +6% blight +3% all Sharp, short and deadly. |
In off hand | Thundermaster (6 def, 7 armour, 18.5-22.2 power, 78 block) Thundermaster (6 def, 7 armour, 18.5-22.2 power, 78 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Mag, 10% Str Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +3.0% Block +78 Melee+ +13 nature +8 lightning On Crit.r2 +12 fire While equipped: dps ---------- Dmg.mod +6% lightning +3% fire Melee Ret 11 nature 8 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +7 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +13% nature +11% blight Max.HP +49.00 ---------- misc Talents +2 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 | Galoneg the Shineknight (9 def, 11 armour) Galoneg the Shineknight (9 def, 11 armour)17.0 T1 massive armor [Random Unique] Master/Psionic While equipped: Stats +2 Cun dps ---------- Spell.crit +1% Crit.mult +15.00% Melee Ret 4 blight ----- def ----- Armour +11 Defense +9 (+5 eff.) Fatigue +20% Resists +3% light +17% cold Mind.save +11 (+6 eff.) ---------- misc Mana/turn +0.04 A suit of armour made of metal plates. |
Inventory
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
4 citrine 4 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 zircon 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
Log
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 9th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 10th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Today is the 1st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
There is a Elvala (Town) here (press '' or right click to use).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 2nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Ran for 16 turns (stop reason: hostile spotted to the northeast (adventurers party)).
Today is the 3rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 4th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 5th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 6th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 7th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 8th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
There is a Last Hope (Town) here (press '' or right click to use).
Ran for 6 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.