Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
Addons | Infinite500 v2.3a: Revised high level play for ToME 1.2.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Items Vault 1.2.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 8 / 33% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 14 (base 16) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 26 (base 14) |
Willpower | 14 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | 189/189 |
Positive | 0/71 |
Stamina | 131/131 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 10 |
Accuracy | 16 |
Crit Chance | 1% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 14.2 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 14.62 (59.10447761194%) |
Defense | 6.35 |
Ranged Defense | 10.35 |
Fatigue | 13 |
Physical Save | 18.4 |
Spell Save | 14 |
Mental Save | 8.75 |
Defense: Immunities
Pinning Resistance | 15% |
Bleed Resistance | 10% |
Stun Resistance | 10% |
Silence Resistance | 10% |
Blind Resistance | 10% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 |
Equipment
On feet | Unlightsweeper (0 def, 4 armour) Unlightsweeper (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Changes resistances: +3% fire Changes damage: +9% darkness Maximum encumbrance: +38 Physical save: +10 Blindness immunity: +10% Cut immunity: +10% Silence immunity: +10% Pinning immunity: +15% Stun/Freeze immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Main armor | 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 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
In off hand | iron shield (4 def, 2 armour, 7.5 dam, 23 block) iron shield (4 def, 2 armour, 7.5 dam, 23 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +23 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
In main hand | iron mace (14-19.6 power, 2 apr) iron mace (14-19.6 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 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. |
Light source | Ce'Nolralranne Ce'NolralrannePowered by arcane forces Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 30 fire Changes stats: +1 Wil / +10 Mag Changes resistances: +6% temporal / +9% fire Changes resistances penetration: +15% all Changes damage: +3% arcane Mana when firing critical spell: +1.00 Maximum mana: +60.00 Spellpower: +16 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Inventory
dwarven-steel greatmaul 'Voryssra' (42.5-63.75 power, 2 apr) dwarven-steel greatmaul 'Voryssra' (42.5-63.75 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +16 Defense: +14 Changes stats: +1 Cun / +1 Wil Changes resistances: +9% acid Changes damage: +12% acid / +6% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +6 Massive two-handed mauls. |
marauder's reinforced leather armour (10 def, 7 armour) marauder's reinforced leather armour (10 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +10 Fatigue: +8% Changes stats: +6 Str / +5 Dex Physical save: +9 A suit of armour made of leather. |
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. |
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 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
Log
Welcome to level 7 [Taan].
Taan has 17 stat point(s), 8 class talent point(s), 5 generic talent point(s) to spend. Press p to use them.
You have gained one more life (4 remaining).
Welcome to level 8 [Taan].
Taan has 20 stat point(s), 9 class talent point(s), 6 generic talent point(s) to spend. Press p to use them.
Taan picks up (c.): reinforced leather armour of stability (4 def, 7 armour).
Taan picks up (c.): pulsing mindstar of frost (12.5-13.75 power, 32 apr, nature damage).
Taan picks up (c.): horrifying pulsing mindstar (14-15.4 power, 32 apr, mind damage).
Taan picks up (f.): Ce'Nolralranne.
Taan picks up (e.): marauder's reinforced leather armour (10 def, 7 armour).
Taan picks up (a.): iron dagger of rage (10-13 power, 5 apr).
Taan picks up (a.): balanced voratun dagger (38.5-50.05 power, 9 apr).
Lore found: Rod of Recall (1/1)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 4 turns (stop reason: learnt lore).
Taan picks up (k.): Rod of Recall (1/1).
Taan wears: Ce'Nolralranne.
You gain 0.25 gold from the transmogrification of iron greatsword (14-22.4 power, 1 apr).
There is a Way into the Slazish fens here (press '' or right click to use).
You gain 1.66 gold from the transmogrification of reinforced leather armour of stability (4 def, 7 armour).
You gain 5.22 gold from the transmogrification of pulsing mindstar of frost (12.5-13.75 power, 32 apr, nature damage).
You gain 2.36 gold from the transmogrification of horrifying pulsing mindstar (14-15.4 power, 32 apr, mind damage).
You gain 2.94 gold from the transmogrification of iron dagger of rage (10-13 power, 5 apr).
You gain 3.40 gold from the transmogrification of balanced voratun dagger (38.5-50.05 power, 9 apr).
There is an exit to the worldmap here (press '' or right click to use).