Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | 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. Items Vault 1.5.0Donators/Buyers bonus! Verdant Class Pack 1.5.10Content 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: Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. 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. Bladebender 1.5.6 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 Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 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. 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. 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. 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Berserker |
Level / Exp | 15 / 50% |
Size | medium |
Lifes / Deaths | Killed by Beterille the war bear at level 15 on the 14th Dusk 122nd year of Ascendancy at 09:18 / 1 |
Primary Stats
Strength | 45 (base 41) |
Dexterity | 24 (base 21) |
Constitution | 24 (base 22) |
Magic | 15 (base 10) |
Willpower | 17 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -30/433 |
Stamina | 142/150 |
Healing Factor | 1.1082474226804 |
Regeneration | 6.9070278096229 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 78 |
Accuracy | 45 |
Crit Chance | 48% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +5% |
Blight | +9% |
Arcane | +9% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Defense: Base
Armour (hardiness) | 23.883307766991 (81.030927835052%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 8 |
Physical Save | 25 |
Spell Save | 20 |
Mental Save | 24 |
Defense: Resistances
Nature | + 26%( 70%) |
Mind | + 19%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Pinning Resistance | 34% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 11 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
talent | Berserker Rage |
beneficial effect | Increases critical hit chance by 45%. Berserker Rage |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 4% of the way to your next Rank. You have killed: 2 Uniques 3 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
Tool | woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.10 Stun/Frz- +21% Rings can have magical properties. |
Around neck | copper amulet of constitution (+2) copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
In main hand | iron greatsword of massacre (25-40 power, 1 apr) iron greatsword of massacre (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
On hands | rough leather gloves 'Manokhad' (0 def, 1 armour) rough leather gloves 'Manokhad' (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil +3 Mag dps ---------- Melee+ 3 acid 4 fire 4 cold 4 lightning Dmg.mod +6% acid +6% mind Res.pen +15% mind Melee Ret 16 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
Cloak | regal linen cloak of the Shaloren (1 def, 0 armour) regal linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +3 Wil +1 Mag ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 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 | Aerinik the Undeathglory (2 def, 12 armour) Aerinik the Undeathglory (2 def, 12 armour)14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: dps ---------- Spell.pwr +6 (+3 eff.) S.pwr/crit +4 Dmg.mod +9% blight +9% arcane ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +8% Resists +6% mind +3% nature Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +14 (+7 eff.) A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
arcing iron greatmaul (16.5-24.75 power, 1 apr) arcing iron greatmaul (16.5-24.75 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
iron greatsword (13-20.8 power, 1 apr) iron greatsword (13-20.8 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 13.0 - 20.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
voratun greatsword (61.5-98.4 power, 4 apr) voratun greatsword (61.5-98.4 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Normal] Power 61.5 - 98.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
flaming iron waraxe of massacre (17-23.8 power, 2 apr) flaming iron waraxe of massacre (17-23.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
6 agate 6 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. |
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. |
4 zircon 4 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. |
62 alchemist agate 62 alchemist agate0.0 T1 black alchemist-gem [Normal] 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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
By Aynco the Higher Berserker level 13
2nd Dusk 122nd year of Ascendancy at 09:10 see stats
By Aynco the Higher Berserker level 12
75th Pyre 122nd year of Ascendancy at 04:57 see stats
By Aynco the Higher Berserker level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Beterille the war bear is not dazed anymore.
Aynco is disarmed!
Shield of Light hits Aynco for 1 light, 11 cold, 13 light, 5 cold (30 total damage).
Beterille the war bear hits Aynco for 3 nature, 6 light, 2 cold (11 total damage).
Aynco hits Beterille the war bear for (8 absorbed), 8 acid, (8 absorbed), 8 acid (17 total damage).
Beterille the war bear receives 2 healing from Shield of Light.
Aynco uses Infusion: Wild.
Aynco rearms.
Aynco is cured!
Aynco lessens the pain.
Beterille the war bear deactivates Retribution.
Beterille the war bear unleashes the stored damage in retribution!
Beterille the war bear's armor corrodes!
Aynco hits Beterille the war bear for (32 absorbed), 58 physical, 3 acid, 3 cold, 3 lightning, 3 fire (71 total damage).
Beterille the war bear hits Aynco for 92 light, 9 cold (102 total damage).
Talent Vitality is ready to use.
Beterille the war bear uses Knockback.
Shield of Light misses Aynco.
Aynco resists the knockback!
Aynco hits Beterille the war bear for 17 acid damage.
Beterille the war bear hits Aynco for 15 nature, 11 light, 4 cold (30 total damage).
White crystal casts Phase Door.
Beterille the war bear casts Sun Ray.
Beterille the war bear hits Aynco for 49 light damage.
Aynco speeds up.
Beterille the war bear uses Slime Spit.
Saving game...