Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 10 / 19% |
Size | medium |
Lifes / Deaths | Killed by Porynne the brown mold at level 10 on the 33rd Dusk 122nd year of Ascendancy at 19:54 / 1 |
Primary Stats
Strength | 29 (base 15) |
Dexterity | 24 (base 10) |
Constitution | 24 (base 20) |
Magic | 42 (base 34) |
Willpower | 14 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -92/324 |
Positive | 57/77 |
Healing Factor | 1.2172674059366 |
Regeneration | 11.990083948476 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 35 |
Accuracy | 39 |
Crit Chance | 10% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 39 |
Crit Chance | 11% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Acid | +11% |
Offense: Damage Penetration
Acid | +10% |
Light | +10% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 3 |
Physical Save | 19 |
Spell Save | 20 |
Mental Save | 15 |
Defense: Resistances
Acid | + 12%( 70%) |
Light | + 55%( 70%) |
Cold | + 21%( 70%) |
Darkness | + 24%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (3/3)
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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 |
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 temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | insulating pair of iron boots (0 def, 3 armour) insulating pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | iron helm 'Sunjustice' (0 def, 3 armour) iron helm 'Sunjustice' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Ignore resists +10% light +15% physical When Hit 2 light defense ------ Armor +3 Fatigue +5% Resistance +11% light +10% darkness Crit Resistance 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Ce'Nuth the copper ring Ce'Nuth the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str defense ------ Armor +6 Defense +15 (+6 eff.) Resistance +5% arcane Life Regen +4.00 Poison Resist +10% Rings make your fingers look great! |
On fingers | gladiator's copper ring gladiator's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +5 (+2 eff.) Rings make your fingers look great! |
Around neck | starlit copper amulet starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +14% darkness Blind Resist +22% Amulets make your neck look great! |
In main hand | elemental steel longsword of projection (113% power, 3 apr) elemental steel longsword of projection (113% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane/Psionic Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 57 acid damage (1/turn) * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +6% acid Ignore resists +5% acid Sharp, long, and deadly. |
On hands | Armelin (0 def, 1 armour) Armelin (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex +1 Mag offense ------ Physical Crit +3.0% Spell Crit +1% Spellpower +5 (+3 eff.) Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +12% acid Unlife -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | elemental iron dagger of projection (100% power, 5 apr) elemental iron dagger of projection (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Psionic Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 57 acid damage (1/turn) * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +5% acid Ignore resists +5% acid Sharp, short and deadly. |
Cloak | Glintbliss (1 def, 0 armour) Glintbliss (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +5 Dex +2 Mag +3 Wil defense ------ Defense +1 (+1 eff.) Resistance +3% light Mind save +6 (+5 eff.) other ------- Light +2 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating rough leather armour of cold resistance (3 def, 2 armour) rejuvenating rough leather armour of cold resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +15% cold Life Regen +2.60 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
Inventory
Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Breniroddarath the Windreek Breniroddarath the Windreek2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% nature On-Hit (Melee): * 10% chance to slow global speed by 33% defense ------ Physical save +3 (+2 eff.) Life +41.00 Healmod +5% Confus Resist +20% other ------- 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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 Alnubaghels the Skeleton Sun Paladin level 10
13rd Dusk 122nd year of Ascendancy at 06:07 see stats
By Alnubaghels the Skeleton Sun Paladin level 5
6th Dusk 122nd year of Ascendancy at 18:07 see stats
By Alnubaghels the Skeleton Sun Paladin level 5
5th Dusk 122nd year of Ascendancy at 04:53 see stats
Log
Porynne the brown mold is a martyr.
Weapon of Wrath hits Porynne the brown mold for 29 fire damage.
Alnubaghels hits Porynne the brown mold for (16 rampage shugs off), 0 physical, (8 rampage shugs off), 0 light, (5 rampage shugs off), 13 light, 25 acid, 3 physical, 8 light, 18 light, 25 acid (91 total damage).
Porynne the brown mold uses Slash.
Porynne the brown mold hits Alnubaghels for (101 absorbed), 0 physical, (21 absorbed), 0 physical, (11 absorbed), 0 lightning (0 total damage).
Melee retaliation hits Porynne the brown mold for 1 light damage.
Porynne the brown mold has shrugged off 31 damage and is ready for more.
Your shield crumbles under the damage!
The shield around Alnubaghels crumbles.
Porynne the brown mold damages himself through Martyrdom!
Porynne the brown mold's Beyond the Flesh hits Alnubaghels for (29 absorbed), 32 physical, 5 nature, 21 physical, 11 lightning (69 total damage).
Melee retaliation hits Porynne the brown mold for (1 rampage shugs off), 0 light (0 total damage).
Alnubaghels hits Porynne the brown mold for (1 rampage shugs off), 0 physical, (0 rampage shugs off), 0 nature, (1 rampage shugs off), 0 physical, (1 rampage shugs off), 0 lightning (0 total damage).
Talent Path of the Sun is ready to use.
Talent Sun Ray is ready to use.
Talent Bone Armour is ready to use.
Talent Wave of Power is ready to use.
Weapon of Wrath hits Porynne the brown mold for 45 fire damage.
Alnubaghels hits Porynne the brown mold for (13 rampage shugs off), 0 physical, (8 rampage shugs off), 0 light, (6 rampage shugs off), 12 light, 25 acid, 2 physical, 8 light, 18 light, 25 acid (89 total damage).
Porynne the brown mold has shrugged off 31 damage and is ready for more.
Porynne the brown mold damages himself through Martyrdom!
Porynne the brown mold's Beyond the Flesh hits Alnubaghels for 59 physical, 5 nature, 21 physical, 11 lightning (96 total damage).
Melee retaliation hits Porynne the brown mold for (1 rampage shugs off), 0 light (0 total damage).
Alnubaghels hits Porynne the brown mold for (3 rampage shugs off), 0 physical, (0 rampage shugs off), 0 nature, (1 rampage shugs off), 0 physical, (1 rampage shugs off), 0 lightning (0 total damage).
Porynne the brown mold uses his rune-covered torque!
Porynne the brown mold damages himself through Martyrdom!
Porynne the brown mold hits Alnubaghels for 169 physical damage.
Alnubaghels hits Porynne the brown mold for (8 rampage shugs off), 0 physical (0 total damage).
Alnubaghels the level 10 skeleton sun paladin was raked to death by Porynne the brown mold on level 3 of Ruins of Kor'Pul.