Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Faerie Race 1.0.5This 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 Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Arcanum Class Pack 1.1.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Turtle race 1.1.5Verdant Class Pack 1.1.5Content 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: Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. 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 Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Sun Paladin |
| Level / Exp | 9 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Nerusessra the naga nereid at level 9 on the 4th Mirth 122nd year of Ascendancy at 00:33 2 / 2Killed by orc corruptor at level 9 on the 6th Mirth 122nd year of Ascendancy at 16:35 |
Primary Stats
| Strength | 25 (base 23) |
| Dexterity | 13 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 34 (base 33) |
| Willpower | 11 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 0/296 |
| Positive | 53/64 |
| Stamina | 117/126 |
| Healing Factor | 0.55737704918033 |
| Regeneration | 0.13934426229508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 18 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 1% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 11.7 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 26.62 (59.10447761194%) |
| Defense | 8.05 |
| Ranged Defense | 12.05 |
| Fatigue | 23 |
| Physical Save | 18.6 |
| Spell Save | 18.75 |
| Mental Save | 18.35 |
Defense: Resistances
| Darkness | + 6%( 70%) |
| Light | + 3%( 70%) |
| Blight | + 12%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| detrimental effect | Huge cut that bleeds, doing 0.57 physical damage per turn and decreasing all heals received by 44%. Deep Wound |
| detrimental effect | Huge cut that bleeds, doing 1.43 physical damage per turn. Bleeding 1.43/turn |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
Equipment
| On fingers | Aregas the copper ring Aregas the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% darkness Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
| On feet | miner's pair of hardened leather boots of spellbinding (0 def, 9 armour) miner's pair of hardened leather boots of spellbinding (0 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +3 Mag Spell save: +3 Lowers spell cool-downs by: 10% Infravision radius: +1 A pair of boots made of leather. |
| In main hand | iron mace (8-11.2 power, 2 apr) iron mace (8-11.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 8.0 - 11.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
| Main armor | Lorurand (2 def, 11 armour) Lorurand (2 def, 11 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +14% Damage when the wearer hits(melee): 2 acid Changes resistances: +6% blight A suit of armour made of mail. |
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Changes resistances: +6% fire Mental save: +5 Light radius: +2 See stealth: +7 See invisible: +6 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 | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In off hand | Ce'Nyremina (4 def, 2 armour, 8 dam, 23 block) Ce'Nyremina (4 def, 2 armour, 8 dam, 23 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +23 Damage when this weapon hits: +7 gloom When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage when the wearer hits(melee): 5 gloom Damage when the wearer is hit: 11 gloom Changes resistances: +6% blight / +3% light Talent granted: +1 Block Handheld deflection devices |
Inventory
stalking pulsing mindstar of vitality (13-14.3 power, 32 apr, mind damage) stalking pulsing mindstar of vitality (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +8 bleed Damage against: +17% Undead When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +8% nature / +9% blight / +15% darkness Changes damage: +11% physical Stamina when hit: +1.30 Mindpower: +4 Mental crit. chance: +15% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
obsidian wardstone of natural resistances (+7%) obsidian wardstone of natural resistances (+7%)Requires: - Magic 25 Infused by nature 2.00 Encumbrance. Type: armor / wardstone ; tier 4 When wielded/worn: Armour: +4 Defense: +8 Ranged Defense: +8 Changes resistances: +7% physical / +8% cold / +8% acid / +9% nature Maximum wards: +2 physical / +2 cold / +1 acid / +2 nature Talent granted: +2 Ward Handheld warding devices |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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 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. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Bleeding from Devourer hits Perlerdeen for 1 physical damage.
Devourer performs a melee critical strike against Perlerdeen!
Devourer revels in the spilt blood and grows stronger!
Devourer hits Perlerdeen for 58 physical damage.
Perlerdeen hits Devourer for 10 fire damage.
Perlerdeen hits Devourer for 26 physical, 1 acid, 9 light (39 total damage).
Perlerdeen feels pain again.
Deep Wound from Devourer hits Perlerdeen for 0 physical damage.
Bleeding from Devourer hits Perlerdeen for 1 physical damage.
Devourer leaps forward in a frenzy!
Devourer hits Perlerdeen for 46 physical damage.
Perlerdeen hits Devourer for 12 fire damage.
You cannot go into the wilds with the following effects: Bleeding, Deep Wound
You cannot go into the wilds with the following effects: Bleeding, Deep Wound
You cannot go into the wilds with the following effects: Bleeding, Deep Wound
You cannot go into the wilds with the following effects: Bleeding, Deep Wound
You cannot go into the wilds with the following effects: Bleeding, Deep Wound
Perlerdeen misses Devourer.
Perlerdeen stops regenerating health quickly.
Perlerdeen's aura of power vanishes.
Deep Wound from Devourer hits Perlerdeen for 0 physical damage.
Bleeding from Devourer hits Perlerdeen for 1 physical damage.
Devourer hits Perlerdeen for 54 physical damage.
Perlerdeen hits Devourer for 11 fire damage.
You cannot go into the wilds with the following effects: Bleeding, Deep Wound
You cannot go into the wilds with the following effects: Bleeding, Deep Wound
You cannot go into the wilds with the following effects: Bleeding, Deep Wound
