










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! 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. 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: 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 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. 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. 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 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. 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 Roguelike |
Sex | Female |
Race | Shalore |
Class | Spellsword |
Level / Exp | 12 / 84% |
Size | medium |
Lifes / Deaths | Killed by Glsamae the shalore at level 12 on the 13rd Dusk 122nd year of Ascendancy at 06:08 / 1 |
Primary Stats
Strength | 34 (base 28) |
Dexterity | 20 (base 13) |
Constitution | 20 (base 10) |
Magic | 38 (base 34) |
Willpower | 19 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -23/364 |
Mana | 194/222 |
Stamina | 115/116 |
Healing Factor | 1.1989473684211 |
Regeneration | 0.53952631578947 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +74.074074074074% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Invisible | 3 |
Offense: Mainhand
Damage | 44 |
Accuracy | 28 |
Crit Chance | 7% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Mind | +6% |
Temporal | +18% |
Offense: Damage Penetration
Light | +20% |
Defense: Base
Armour (hardiness) | 29.062037804251 (69.102564102564%) |
Defense | 15 |
Ranged Defense | 22 |
Fatigue | 9 |
Physical Save | 32 |
Spell Save | 23 |
Mental Save | 30 |
Defense: Resistances
Darkness | + 12%( 70%) |
Light | + 6%( 70%) |
Temporal | + 7%( 70%) |
Blight | + 11%( 70%) |
Nature | + 7%( 70%) |
Fire | + 22%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Bleed Resistance | 10% |
Confusion Resistance | 33% |
Teleport Resistance | 5% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
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: 25 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Blazebrand | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Lifetide | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stoneshield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Windcutter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Arcane veteran | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 1/5 |
| 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 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Spellsword Combat |
talent | Mana Focus |
detrimental effect | Caught in a bear trap: pinned, slowed (30%), taking 10.54 physical damage each turn Bear Trap |
detrimental effect | Reduces global action speed by 5%. Slow |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic 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 Constitution by +1. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 5% of the way to your next Rank. You have killed: 6 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 |
Equipment
On feet | ![]() 3.0 T1 feet armor [Random Unique] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +8 Fatigue +2% Phys.save +11 (+6 eff.) Mind.save +12 (+6 eff.) Die.at -20.00 life Disease- +5% Cut- +10% Silence- +20% Teleport- +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +3 Dex +5 Con dps ---------- Phys.crit +1.0% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+7 eff.) Rng.Def +9 (+4 eff.) Mind.save +6 (+3 eff.) HP.reg +0.20 Confus- +23% Rings can have magical properties. |
On hands | ![]() 1.0 T1 hands armor [Random Unique] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% darkness Melee Ret 4 darkness 20 blight On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Phys.save +13 (+7 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T1 heavy armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Res.pen +20% light Melee Ret 5 light ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +11% blight +22% fire +12% darkness Mind.save +6 (+3 eff.) Confus- +10% Knockbk- +5% ---------- misc Light +2 A suit of armour made of mail. |
On head | ![]() 3.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% ----- def ----- Armour +3 Fatigue -5% Resists +7% nature Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Max.HP +70.00 Heal.mod +12% ---------- misc Stam/turn +0.20 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Light source | ![]() 2.0 T1 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% temporal +6% mind +6% darkness Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% light Affinity +5% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 107.51 damage. The damage dealt will increase with your Spellpower. 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 | ![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 acid +7 temporal On Crit: * splashes the target with acid While equipped: dps ---------- Melee Ret 7 temporal ----- def ----- Resists +7% temporal Massive two-handed swords. |
Inventory
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 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. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire Max.HP +40.00 ---------- 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 217/400 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Elanklil the Shalore Spellsword level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Elanklil hits Something for 16 physical, 2 acid, 3 temporal (20 total damage).
Something hits Elanklil for 12 nature, 26 physical, 11 nature (48 total damage).
Elanklil hits Something for 2 darkness, 7 blight, 2 light, 6 temporal, 2 darkness, 7 blight, 2 light, 6 temporal (32 total damage).
Elanklil misses Something.
Something hits Elanklil for 11 physical, 26 physical, 11 physical (49 total damage).
Elanklil hits Something for 2 darkness, 7 blight, 2 light, 6 temporal, 2 darkness, 7 blight, 2 light, 6 temporal (32 total damage).
A bear trap snaps onto Elanklil!
Something hits Elanklil for 53 physical damage.
Elanklil is not disabled anymore.
Elanklil recovers sight.
Elanklil deactivates Aura of Fire.
Bear Trap from Glsamae the shalore hits Elanklil for 9 physical damage.
Glsamae the shalore uses Aura of Silence.
Elanklil resists the silence!
Elanklil is not stunned anymore.
Talent Inferno Cleave is ready to use.
Talent Water Strike is ready to use.
Talent Healing Waters is ready to use.
Bear Trap from Glsamae the shalore hits Elanklil for 9 physical damage.
Glsamae the shalore activates a prepared device.
Glsamae the shalore regains their energy.
Elanklil speeds up.
Bear Trap from Glsamae the shalore hits Elanklil for 11 physical damage.
Glsamae the shalore uses Heartseeker.
Elanklil slows down.
Glsamae the shalore hits Elanklil for 11 nature, 25 physical, 9 physical (45 total damage).
Elanklil hits Glsamae the shalore for 5 darkness, 20 blight, 5 light, 18 temporal, 5 darkness, 20 blight, 5 light, 18 temporal (95 total damage).
Saving game...