Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Opt-in Adventurers Parties 1.0.6Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.1.2Donators/Buyers bonus! Midnight 1.1.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Steamtech UI 1.1.4 Ignore Race/Class Locks 1.0.6Modifies 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: Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Elemental Woes 1.1.0This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Doctornull's Tweak Pack 1.1.6A collection of tweaks for existing ToME content. Conveyance Reward 1.1.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. ZOmnibus Addon Pack 1.0.6Combines 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: Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Moon Paladin |
Level / Exp | 4 / 19% |
Size | medium |
Lifes / Deaths | Killed by Ivita the icy orc wyrmic at level 4 on the 6th Flare 122nd year of Ascendancy at 12:44 / 1 |
Primary Stats
Strength | 26 (base 26) |
Dexterity | 29 (base 26) |
Constitution | 28 (base 26) |
Magic | 28 (base 26) |
Willpower | 29 (base 26) |
Cunning | 32 (base 26) |
Resources
Life | -1/207 |
Positive | 0/39 |
Negative | 0/49 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 163 |
Offense: Mainhand
Damage | 2083 |
Accuracy | 624 |
Crit Chance | 13% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 2054 |
Accuracy | 624 |
Crit Chance | 12% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26.5 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 30.05 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Physical | +5% |
Offense: Damage Penetration
Physical | +5% |
Defense: Base
Armour (hardiness) | 3165.56 (100%) |
Defense | 147.75055201726 |
Ranged Defense | 147.75055201726 |
Fatigue | 14 |
Physical Save | 22.8875 |
Spell Save | 25.9125 |
Mental Save | 130.15748611528 |
Defense: Resistances
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Physical | + 8%( 70%) |
Cold | + 18%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 126 life, and cure one cut or wound effect. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 501.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Lunar combat | 501.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 501.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Moon magic | 501.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Guidance | 501.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sigils | 501.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 501.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 501.04 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Night | 501.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 501.20 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Effects
talent | Celestial Aegis |
talent | Chant of Fortitude |
detrimental effect | The target is on fire, taking 23.02 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is on fire, taking 44.48 fire damage per turn. Burning |
beneficial effect | Parrying melee attacks: Has a 81% chance to deflect up to 2024 damage from the next 1.0 attack(s). Parrying |
Quests
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | active |
Equipment
On feet | dreamer's pair of iron boots of strife (0 def, 3 armour) dreamer's pair of iron boots of strife (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Wil / +2 Con Changes resistances penetration: +5% physical Physical save: +6 Spell save: +6 Mental save: +5 Mindpower: +3 It can be used to activate talent Blindside, placing all other charms into a 1 cooldown : Effective talent level: 1.0 Power cost: 1 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | rough leather gloves of sorrow (0 def, 1 armour) rough leather gloves of sorrow (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 13 mind / 13 darkness Mental save: -15 Mindpower: +4 It can be used to activate talent Ruined Earth, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Astrolabe AstrolabePowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. |
Around waist | rough leather belt of burglary rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +5 Lck Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
In main hand | flaming steel dagger of gravity (9.5-12.35 power, 6 apr) flaming steel dagger of gravity (9.5-12.35 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +4 gravity Burst (radius 1) on hit: +6 fire When wielded/worn: Changes damage: +5% physical Sharp, short and deadly. |
Main armor | prismatic iron mail armour of cold resistance (2 def, 4 armour) prismatic iron mail armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +15% cold / +10% darkness / +11% light A suit of armour made of mail. |
In off hand | hateful iron dagger of massacre (9-11.7 power, 5 apr) hateful iron dagger of massacre (9-11.7 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 darkness Damage against: +5% Humanoid Sharp, short and deadly. |
Cloak | spellcowled linen cloak of backstabbing (1 def, 0 armour) spellcowled linen cloak of backstabbing (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 Armour penetration: +6 Defense: +1 Changes stats: +1 Wil / +2 Mag Critical mult.: +10.00% Stealth bonus: +6 Spell save: +5 Maximum mana: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | warrior's copper amulet of cunning (+2) warrior's copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Inventory
arcing iron dagger of crippling (5-6.5 power, 5 apr) arcing iron dagger of crippling (5-6.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: cripple the target Damage when this weapon hits: +6 lightning When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly. |
Quartz Sceptre (10-14 power, 4 apr) Quartz Sceptre (10-14 power, 4 apr)Requires: - Magic 14 - Strength 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 10.0 - 14.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +10 arcane When wielded/worn: Changes damage: +10% light Spellpower: +5 Though the crystal on the end refracts light in unexpected ways, the Sceptre is still strong enough to give out a good beating. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered 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 is 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 (80/80) Rod of Recall (80/80)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 5 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 Sean the Cornac Moon Paladin level 4
76th Pyre 122nd year of Ascendancy at 03:28 see stats
By Sean the Cornac Moon Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:45 see stats
By Sean the Cornac Moon Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:45 see stats
By Sean the Cornac Moon Paladin level 1
74th Pyre 122nd year of Ascendancy at 13:58 see stats
By Sean the Cornac Moon Paladin level 4
76th Pyre 122nd year of Ascendancy at 03:28 see stats
By Sean the Cornac Moon Paladin level 4
76th Pyre 122nd year of Ascendancy at 03:28 see stats
Log
Today is the 2nd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
You notice an entrance to an underwater cave.
Today is the 3rd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 1st Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 2nd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Today is the 3rd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 4th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Ran for 4 turns (stop reason: hostile spotted to the northwest (Orcs patrol)).
Today is the 5th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 6th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Orc archer shoots!
Sean is stunned by the burning flame!
Burning Shock from Orc pyromancer hits Sean for 25 fire damage.
Sean is on fire!
Ivita the icy orc wyrmic's Flame hits Sean for 27 fire damage.
Orc archer shoots!
Orc soldier uses Infusion: Wild.
Orc soldier lessens the pain.
Orc pyromancer casts Flame.
Orc necromancer casts Rigor Mortis.
Orc necromancer's spell attains critical power!
Orc archer misses Sean.
Orc pyromancer uses Orcish Fury.
Orc pyromancer enters a state of bloodlust.
Orc pyromancer's Flame hits Sean for 97 fire damage.
Saving game...