






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Nekomata race 1.5.10Adds the Nekomata race. Nekomata are human/cat hybrids who have superhuman agility and strange and miraculous powers. 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. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 13 / 11% |
Size | small |
Lifes / Deaths | Killed by Ce'Nimitira the green worm mass at level 13 on the 76th Pyre 122nd year of Ascendancy at 00:03 / 1 |
Primary Stats
Strength | 15 (base 13) |
Dexterity | 34 (base 31) |
Constitution | 20 (base 14) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 30 (base 27) |
Resources
Life | -29/361 |
Stamina | 122/136 |
Healing Factor | 1.1989473684211 |
Regeneration | 19.243105263158 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 38 |
Accuracy | 33 |
Crit Chance | 43% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 33 |
Crit Chance | 43% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Penetration
Blight | +10% |
Physical | +5% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 2 (64.692942254812%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 27 |
Mental Save | 31 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: VisionUse 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 get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 15) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any animal around. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 4/5 |
Effects
beneficial effect | The target's luck and cunning combine to grant it 27% higher critical chance and 27 saves. Halflings's Luck |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Parrying melee and ranged attacks: Has a 25% chance to deflect up to 12 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 13 defense. Evasion |
Quests
A compliation of all your achievements earnt. Heroic AchievementsYou are 1% of the way to your next Rank. You have killed: 2 Uniques 0 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
In main hand | ![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Changes resistances penetration: +5% physical Sharp, short and deadly. |
Quiver | ![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Burst (radius 1) on hit: +10 fire Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | ![]() Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight / 4 temporal / 12 physical Changes resistances penetration: +10% blight / +15% temporal Life regen: +3.80 Maximum life: +36.00 Healing mod.: +12% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
In off hand | ![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() iron battleaxe of daylight (14.5-21.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 light Damage against: +7% Undead Massive two-handed battleaxes. |
![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() hateful iron mace of erosion (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 temporal / +5 nature / +5 darkness Damage against: +6% Living Blunt and deadly. |
![]() elm magestaff 'Velena' (14-16.8 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 14.0 - 16.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to disease Damage (Melee): +4 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +3% blight Changes damage: +14% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Sulfurspawn (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +4 Con Changes resistances: +15% fire Changes resistances penetration: +15% arcane / +15% nature Changes damage: +6% nature / +10% fire Poison immunity: +28% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() hardened iron mail armour (2 def, 9 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +6% physical / +6% fire / +5% cold / +5% lightning A suit of armour made of mail. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 30% Changes resistances: +17% lightning / +6% temporal / +3% blight A suit of armour made of leather. |
![]() steel shield of lightning resistance (+15%) (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +15% lightning Talent granted: +2 Block Handheld deflection devices. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Achievements
Log
Rina tries to evade attacks.
Green worm mass uses Multiply.
Ce'Nimitira the green worm mass hits Rina for 119 lightning damage.
Bleeding from Ce'Nimitira the green worm mass hits Rina for 12 physical damage.
Bleeding from Ce'Nimitira the green worm mass hits Rina for 12 physical damage.
Rina uses Infusion: Regeneration.
Rina starts regenerating health quickly.
Bleeding from Ce'Nimitira the green worm mass hits Rina for 12 physical damage.
Rina uses Dual Strike.
You collect a new ingredient: green worm (1).
Rina hits Green worm mass for 31 physical damage.
Rina killed Green worm mass!
Today is the 76th Pyre of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ce'Nimitira the green worm mass casts Lightning.
Ce'Nimitira the green worm mass hits Rina for 121 lightning damage.
Ce'Nimitira the green worm mass hits Green worm mass for 120 lightning damage.
Bleeding from Ce'Nimitira the green worm mass hits Rina for 12 physical damage.
Rina uses Heartseeker.
Rina uses Heartseeker.
Rina uses Luck of the Little Folk.
Rina seems more aware.
Rina stops bleeding.
Ce'Nimitira the green worm mass casts Flame.
Rina deflects the projectile from Ce'Nimitira the green worm mass to the south!
Saving game...