Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Paper Mario 1.3.1Adds Paper Mario as a custom tile mario 1.3.1Adds Paper Mario as a custom tile Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options Adventurer Testing Cheat 1.3.1For testing purposes of adventurer synergies Eidolon Tweak 1.3.1Allows adventuring peeps to return to the world map no matter where they die. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better inscription information 1.3.1Improves the default inscription information to include such things as health per turn/sustained health per turn for regeneration infusions etc. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.3.1Content 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: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Werebeast |
Level / Exp | 10 / 30% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 8 on the 77th Pyre 122nd year of Ascendancy at 10:45 9993 / 1 |
Primary Stats
Strength | 31 (base 30) |
Dexterity | 11 (base 10) |
Constitution | 15 (base 15) |
Magic | 11 (base 10) |
Willpower | 31 (base 30) |
Cunning | 31 (base 31) |
Resources
Life | 156/276 |
Hate | 68/90 |
Equilibrium | 0 |
Healing Factor | 1.1409163694393 |
Regeneration | 0.28522909235981 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 6.2410244106523 |
See Stealth | 6 |
See Invisible | 12 |
Offense: Mainhand
Damage | 22 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 29.05 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
All | +11% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 17.35 |
Ranged Defense | 17.35 |
Fatigue | 0 |
Physical Save | 16.975 |
Spell Save | 15.575 |
Mental Save | 24.2875 |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 74% |
Fear Resistance | 51% |
Stun Resistance | 51% |
Instadeath Resistance | 100% |
Knockback Resistance | 51% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 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 poison effect. |
Class Talents
Wild-curse / Shark aspect | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-curse / Ritch aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-curse / Wolf aspect | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-curse / Tiger aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-curse / Treant aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-curse / Psiclaws | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-curse / Eagle aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-curse / Silent hunter | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Hunter | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
talent | Psiclaws |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 11%. Cursed Form |
detrimental effect | Huge cut that bleeds, doing 2.75 physical damage per turn. Bleeding |
Quests
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 |
All the treekillers must die. You must kill them. The beast within20 treekillers have died. | completed |
Equipment
Light source | brass lantern brass lantern2.00 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. |
On head | Helm of the Slow (0 def, 8 armour) Helm of the Slow (0 def, 8 armour)Requires: - Strength 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% temporal / +10% physical Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 | copper ring 'Aircrack' copper ring 'Aircrack'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+5 eff.) Changes resistances: +6% blight Changes resistances penetration: +10% lightning Changes damage: +9% blight / +3% lightning Mental save: +6 (+3 eff.) Confusion immunity: +23% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% fire / +6% cold Maximum encumbrance: +21 A belt that goes around your waist. |
In main hand | mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
In off hand | mossy mindstar (2.5-2.75 power, 12 apr, nature damage) mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiclaws Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)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. |
Inventory
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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 after 40 turns, 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 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. |
iron torque of thermal psionic shield [power 25] (20 cooldown) iron torque of thermal psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
ametrine 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Besh'Lehem the Higher Werebeast level 10
77th Pyre 122nd year of Ascendancy at 19:55 see stats
Log
Skeleton archer misses Besh'Lehem.
Bleeding from Skeleton archer hits Besh'Lehem for 2 physical damage.
Skeleton archer shoots!
Skeleton archer's Shoot hits Besh'Lehem for 17 physical, 1 physical, 5 fire (23 total damage).
Bleeding from Skeleton archer hits Besh'Lehem for 2 physical damage.
Skeleton archer shoots!
Skeleton archer's Shoot hits Besh'Lehem for 18 physical, 1 physical, 5 fire (24 total damage).
Besh'Lehem hits Skeleton archer for 27 mind, 21 physical, 27 nature, 21 physical (95 total damage).
Skeleton archer hits Besh'Lehem for 4 physical damage.
Bleeding from Skeleton archer hits Besh'Lehem for 2 physical damage.
Besh'Lehem performs a melee critical strike against Skeleton archer!
Besh'Lehem hits Skeleton archer for 24 mind, 21 physical (45 total damage).
Besh'Lehem killed Skeleton archer!
Besh'Lehem receives 21 healing from Unnatural Body.
Bleeding from Skeleton archer hits Besh'Lehem for 2 physical damage.
Besh'Lehem picks up (c.): spinel.
You pickup 0.75 gold pieces.
Besh'Lehem receives 16 healing from Unnatural Body.
Bleeding from Skeleton archer hits Besh'Lehem for 2 physical damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Bleeding from Skeleton archer hits Besh'Lehem for 2 physical damage.
Besh'Lehem stops bleeding.
Besh'Lehem deactivates Psiclaws.