Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Better Item Description 1.7.2This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 25 / 18% |
Size | medium |
Lifes / Deaths | Killed by Beturin the elven corruptor at level 25 on the 38th Haze 122nd year of Ascendancy at 02:53 / 1 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 22 (base 10) |
Magic | 63 (base 55) |
Willpower | 67 (base 51) |
Cunning | 15 (base 11) |
Resources
Life | -152/573 |
Mana | 176/573 |
Healing Factor | 1.1524166372472 |
Regeneration | 7.202603982795 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 34 |
Accuracy | 25 |
Crit Chance | 11% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +36% |
Light | +12% |
Physical | +31% |
Cold | +22% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +25% |
Defense: Base
Armour (hardiness) | 43 (35.65183292883%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 35 |
Mental Save | 24 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 70%( 70%) |
All | + 15%( 70%) |
Physical | + 24%( 70%) |
Lightning | + 70%( 70%) |
Light | + 25%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 20%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 37%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Confusion Resistance | 20% |
Disarm Resistance | 60% |
Knockback Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 359 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
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 |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | Emelann (0 def, 3 armour) Emelann (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) ----- def ----- Armour +3 Die.at -80.00 life ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | Caminaridar Caminaridar2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Acc +15 (+8 eff.) Apr +3 ----- def ----- Max.HP +40.00 ---------- misc Light +3 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. |
On head | Beruchak (0 def, 4 armour) Beruchak (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +8 (+4 eff.) Mind.pwr +20 (+6 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +10% physical +6% blight +12% cold +5% arcane Phys.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Cuthirim [power 110] (13/15 cooldown) Cuthirim [power 110] (13/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +8 Resists +5% arcane Disease- +20% Confus- +20% Stun/Frz- +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 144 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.35 cold and 21.85 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 8/60 This azure ring seems to be always moist to the touch. |
On fingers | copper ring 'Splendourtide' copper ring 'Splendourtide'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 4 light ----- def ----- Resists +3% lightning +3% temporal +6% light +9% blight +6% cold HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Around waist | hardened leather belt 'Prismfear' hardened leather belt 'Prismfear'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +4 (+2 eff.) Dmg.mod +12% light ----- def ----- Resists +5% acid +6% light +7% fire +6% cold +7% lightning Max.HP +41.00 ---------- misc Light +3 A belt that goes around your waist. |
In main hand | Getiromikan (120% power, 4 apr, physical element) Getiromikan (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +16.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ----- def ----- Armour +14 Resists +5% arcane Max.HP +80.00 HP.reg +4.00 Disarm- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | Cyrovea the cashmere robe (0 def, 0 armour) Cyrovea the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +36% lightning +11% physical +7% cold Melee Ret 2 mind ----- def ----- Resists +52% lightning +3% darkness +6% nature +7% cold +6% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Searhunt' (1 def, 0 armour) linen cloak 'Searhunt' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% blight +25% arcane ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +6% fire Max.HP +32.00 Heal.mod +5% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mayurenn the copper amulet Mayurenn the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +1 Wil +4 Cun dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +6 Resists +13% cold +13% fire +1% physical Amulets make your neck look great! |
Inventory
Kydar (0 def, 4 armour) Kydar (0 def, 4 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +6 Mag +4 Wil dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +11% lightning +22% physical +17% darkness +8% cold Res.pen +5% physical +8% darkness +10% mind ----- def ----- Armour +4 Resists +7% lightning +8% cold +10% physical +11% all Mind.save +6 (+3 eff.) Cut- +10% ---------- misc Max.hate +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Crystal Focus Crystal Focus0.0 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. |
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 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. |
Achievements
By Earthbinder Earl the Higher Archmage level 17
31st Dusk 122nd year of Ascendancy at 11:21 see stats
By Earthbinder Earl the Higher Archmage level 24
34th Haze 122nd year of Ascendancy at 12:19 see stats
By Earthbinder Earl the Higher Archmage level 25
38th Haze 122nd year of Ascendancy at 02:46 see stats
By Earthbinder Earl the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 10:52 see stats
By Earthbinder Earl the Higher Archmage level 20
4th Haze 122nd year of Ascendancy at 09:01 see stats
By Earthbinder Earl the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 00:36 see stats
By Earthbinder Earl the Higher Archmage level 10
6th Mirth 122nd year of Ascendancy at 03:17 see stats
By Earthbinder Earl the Higher Archmage level 23
14th Haze 122nd year of Ascendancy at 21:42 see stats
By Earthbinder Earl the Higher Archmage level 16
16th Dusk 122nd year of Ascendancy at 08:02 see stats
Log
Earthbinder Earl's physical stun area effect killed Golem (servant of Xanolevea the elven tempest)!
Earthbinder Earl uses his Cuthirim!
Earthbinder Earl receives 35 healing.
Earthbinder Earl hits Turtle for 120 physical damage.
Earthbinder Earl hits Zubimina the elven warrior for 182 physical damage.
Earthbinder Earl hits Beturin the elven corruptor for 249 physical damage.
Zubimina the elven warrior uses Healing Nexus.
Beturin the elven corruptor casts Blood Grasp.
Earthbinder Earl teleports some damage to Beturin the elven corruptor!
Bone Spike hits Earthbinder Earl for (78 teleported), 0 physical (0 total damage).
Bone Spike hits Zubimina the elven warrior for 78 teleported damage.
The fabric of space around Earthbinder Earl stabilizes to normal.
Earthbinder Earl teleports some damage to Beturin the elven corruptor!
Zubimina the elven warrior's healing is amplified!
Zubimina the elven warrior steals healing from Beturin the elven corruptor!
Zubimina the elven warrior receives 33 healing from Healing Nexus Redirection from Zubimina the elven warrior.
Beturin the elven corruptor's Blood Grasp hits Earthbinder Earl for (208 teleported), 103 blight (103 total damage).
Beturin the elven corruptor's Blood Grasp hits Zubimina the elven warrior for 208 teleported damage.
Earthbinder Earl uses Infusion: Wild.
Earthbinder Earl is cured!
Earthbinder Earl lessens the pain.
Earthbinder Earl casts Teleport.
Select a target to teleport...
The spell fizzles!
Beturin the elven corruptor casts Blood Spray.
Earthbinder Earl is afflicted by a rotting disease!
Beturin the elven corruptor hits Earthbinder Earl for 404 blight damage.
Earthbinder Earl the level 25 higher archmage was plagued to death by Beturin the elven corruptor on level 1 of Dark crypt.