Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Marson's Autoexplore & Rest Tweaks 1.1.5v2.1.0 *** 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 1.1.2Donators/Buyers bonus! |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Yeek |
Class | Berserker |
Level / Exp | 16 / 91% |
Size | small |
Lifes / Deaths | Killed by skeleton master archer at level 16 on the 75th Pyre 122nd year of Ascendancy at 20:04 / 1 |
Primary Stats
Strength | 38 (base 38) |
Dexterity | 13 (base 12) |
Constitution | 32 (base 37) |
Magic | 14 (base 10) |
Willpower | 16 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -1/437 |
Stamina | 89/170 |
Healing Factor | 1.1132635579678 |
Regeneration | 26.126055574501 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +84.603023681385% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 49 |
Accuracy | 47 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21.6 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
Temporal | +4% |
Defense: Base
Armour (hardiness) | 25.92 (81.030927835052%) |
Defense | 5.05 |
Ranged Defense | 5.05 |
Fatigue | 23 |
Physical Save | 25.25 |
Spell Save | 41.766666666667 |
Mental Save | 10.85 |
Defense: Resistances
Temporal | + 12%( 70%) |
Cold | + 52%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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 114 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | Reduces global action speed by 18%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 5 life each turn and its healing modifier has been increased by 11%. Recovery |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's 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% Maximum encumbrance: +21 Physical save: +6 Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | temporal iron gauntlets of dexterity (+2) (0 def, 1 armour) temporal iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 7 temporal Changes resistances: +6% temporal Changes damage: +4% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
On head | miner's iron helm of strength (+3) (0 def, 4 armour) miner's iron helm of strength (+3) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | steel ring of frost (+22%) steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
On fingers | wizard's steel ring of power wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +4 Mag Spell save: +8 Spellpower: +7 Mindpower: +6 Rings can have magical properties. |
Around neck | copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
In main hand | plaguebringer's steel greatmaul (27.5-41.25 power, 2 apr) plaguebringer's steel greatmaul (27.5-41.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +9 blight When wielded/worn: Disease immunity: +13% Massive two-handed maul. |
Main armor | iron plate armour of cold resistance (3 def, 7 armour) iron plate armour of cold resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +16% cold A suit of armour made of metal plates. |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
Inventory
surging ash vilestaff (15-18 power, 3 apr, acid damage) surging ash vilestaff (15-18 power, 3 apr, acid damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
linen robe of lightning (+16%) (0 def, 0 armour) linen robe of lightning (+16%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
55 alchemist agate 55 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Achievements
By YARGH! the Yeek Berserker level 10
74th Pyre 122nd year of Ascendancy at 22:45 see stats
Log
YARGH! is pinned to the ground.
Skeleton master archer's Pinning Shot hits YARGH! for 48 physical, 7 fire (55 total damage).
Epidemic from YARGH! hits Brown bear for 12 blight damage.
YARGH! stops burning.
Skeleton master archer uses Crippling Shot.
YARGH! is recovering from the damage!
YARGH! slows down.
Skeleton master archer's Crippling Shot hits YARGH! for 59 physical, 7 fire (65 total damage).
YARGH! uses Infusion: Regeneration.
YARGH! starts regenerating health quickly.
Epidemic from YARGH! hits Brown bear for 12 blight damage.
Talent Dominant Will is ready to use.
Skeleton master archer shoots!
Skeleton master archer's Shoot hits YARGH! for 43 physical, 7 fire (50 total damage).
Skeleton master archer shoots!
Brown bear hits YARGH! for 14 physical damage.
Epidemic from YARGH! hits Brown bear for 12 blight damage.
YARGH! uses Stunning Blow.
Brown bear is stunned!
YARGH! hits Brown bear for 77 physical, 9 blight, 7 temporal (93 total damage).
Skeleton master archer's Shoot hits YARGH! for 42 physical, 7 fire (49 total damage).
Skeleton mage casts Manathrust.
Skeleton mage hits YARGH! for 110 arcane damage.
Skeleton master archer shoots!
Skeleton master archer's Shoot hits YARGH! for 38 physical damage.
Epidemic from YARGH! hits Brown bear for 12 blight damage.
YARGH! the level 16 yeek berserker was skewered to death by a skeleton master archer on level 18 of The Arena.
Skeleton master archer's Shoot killed YARGH!!