Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Use Item Shortcuts 1.2.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds 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. Marson's Autoexplore & Rest Tweaks 1.2.0v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 6 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by halfling slinger at level 6 on the 79th Pyre 122nd year of Ascendancy at 04:15 / 1 |
Primary Stats
| Strength | 18 (base 17) |
| Dexterity | 17 (base 17) |
| Constitution | 13 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 20) |
| Cunning | 10 (base 10) |
Resources
| Life | -1/194 |
| Hate | 53/100 |
| Healing Factor | 1.0456734642003 |
| Regeneration | 12.809499936453 |
Speed
| Mental | +43.932003161338% |
| Attack | 0% |
| Movement | +274.9650922794% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 4 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 28 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 0.69 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 30 |
| Crit Chance | 2% |
| APR | 12 |
| Speed | 0.69 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.7 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 6.73 (48.103448275862%) |
| Defense | 5.45 |
| Ranged Defense | 5.45 |
| Fatigue | 12 |
| Physical Save | 10.85 |
| Spell Save | 10.85 |
| Mental Save | 10.85 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 112 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | The target is rampaging! (+275% movement speed, +44% attack speed) Rampaging |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You failed to protect the lost anorithil from death by warg. Escort: lost anorithil (level 2 of Trollmire) | failed |
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. | 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 Prox the Troll. * You must explore the ruins of Kor'Pul 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 | active |
Equipment
| Tool | [vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] woodsman's iron pickaxe (dig speed 37 turns)woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Around waist | [vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | [vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
| In main hand | [vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds)iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 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% (-) Damage (Melee): +5(-) light Damage against: +5% (-)Undead Curse of Shrouds Blunt and deadly. |
| In off hand | [vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] mossy mindstar (2-2.2 power, 12 apr, mind damage) (Nightmares)mossy mindstar (2-2.2 power, 12 apr, mind damage) (Nightmares) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(-10.5 - -15.3) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Physical crit. chance: +2.5% (+2.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Nightmares 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. |
| On head | [vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] grounding linen wizard hat of nature (+5%) (1 def, 0 armour)grounding linen wizard hat of nature (+5%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When wielded/worn: Defense: +1 Changes resistances: +5% lightning / +5% temporal / +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... |
| Light source | [vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead 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. |
Inventory
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] sun infusion (rad 5; power 21; turns 5; dispells darkness)sun infusion (rad 5; power 21; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] wild infusion of the sneak (resist 20%; cure physical)wild infusion of the sneak (resist 20%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 20% for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] phase door rune (range 6; power 15; dur 3)phase door rune (range 6; power 15; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] Skynoon (2 def, 6 armour)Skynoon (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +16% lightning Changes damage: +6% lightning Mental crit. chance: +3% A suit of armour made of mail. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] 2 spinel2 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead When carried: This orb will automatically identify items you find. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead 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. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead 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. |
[vs. iron mace of daylight (12.5-17.5 power, 2 apr) (Shrouds) (In main hand)] elm totem of cure ailments [power 1] (10 cooldown)elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Damage (Melee): +0(-5) light Damage against: +0% (-5% )Undead It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Talent Beckon is ready to use.
Halfling slinger uses Inertial Shot.
Your hatred grows even as your life fades! (+4 hate)
Galdon is knocked back!
Halfling slinger's Inertial Shot hits Galdon for 26 physical, 9 lightning, 8 temporal, 3 nature (46 total damage).
Halfling slinger shoots!
Halfling slinger shoots!
Halfling slinger shoots!
Halfling slinger shoots!
Halfling slinger shoots!
Halfling slinger shoots!
Galdon stops regenerating health quickly.
Galdon is no longer rampaging.
Galdon uses Infusion: Regeneration.
Galdon starts regenerating health quickly.
Halfling slinger shoots!
Halfling slinger's Shoot hits Galdon for 20 physical, 9 lightning, 8 temporal, 3 nature (39 total damage).
Halfling slinger shoots!
Your hatred grows even as your life fades! (+4 hate)
Galdon begins rampaging!
Saving game...
