Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 10 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 10 on the 27th Dusk 122nd year of Ascendancy at 18:14 2 / 3Killed by ritch flamespitter at level 10 on the 27th Dusk 122nd year of Ascendancy at 18:43 Killed by Tank Madness? at level 10 on the 27th Dusk 122nd year of Ascendancy at 18:50 |
Primary Stats
| Strength | 22 (base 20) |
| Dexterity | 20 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 37 (base 34) |
| Willpower | 18 (base 12) |
| Cunning | 20 (base 12) |
Resources
| Paradox | 300 |
| Mana | 194/194 |
| Psi | 108/108 |
| Vim | 136/136 |
| Life | 209/209 |
| Souls | 10/10 |
| Stamina | 157/157 |
| Positive | 77/77 |
| Healing Factor | 1.4195473373278 |
| Regeneration | 11.285401331756 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 23 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.3 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 24.25 |
| Ranged Defense | 27.25 |
| Fatigue | 21 |
| Physical Save | 11.9 |
| Spell Save | 19.25 |
| Mental Save | 13.3 |
Defense: Immunities
| Stun Resistance | 21% |
| Bleed Resistance | 5% |
| Pinning Resistance | 5% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 53% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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 (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| beneficial effect | The target is surrounded by a magical shield, absorbing 20/20 damage nil before it crumbles. Damage Shield |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Increases the effectiveness of all healing the target receives by 7%. Empowered Healing |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost sun paladin from death by ritch flamespitter. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| Psionic focus | Mayalle the dwarven-steel greatsword (36-57.6 power, 2 apr) Mayalle the dwarven-steel greatsword (36-57.6 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Accuracy: +16 (+8 eff.) Defense: +16 (+8 eff.) Changes resistances: +3% darkness / +3% lightning Talent granted: +2 Flame Bolts Cut immunity: +5% Disarm immunity: +53% Pinning immunity: +5% Massive two-handed swords. |
| 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 | Brandrage the rough leather cap (0 def, 1 armour) Brandrage the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to blind Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +5% fire Changes damage: +6% fire Light radius: +1 A cap made of leather. |
| On feet | pair of drakeskin leather boots 'Silanor' (0 def, 5 armour) pair of drakeskin leather boots 'Silanor' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 temporal Changes stats: +2 Str / +4 Dex / +3 Cun Changes resistances penetration: +12% physical Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Life regen: +3.70 Healing mod.: +24% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
| Tool | 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: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Flowerbreaker' steel ring 'Flowerbreaker'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% nature Stun/Freeze immunity: +21% Life regen: +0.80 Light radius: +3 Rings can have magical properties. |
| Around waist | rough leather belt 'Growwaker' rough leather belt 'Growwaker'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% nature Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
| In main hand | thought-forged steel longsword (16.5-23.1 power, 3 apr) thought-forged steel longsword (16.5-23.1 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Talent granted: +2 Flame Bolts Sharp, long, and deadly. |
| On hands | psychic's drakeskin leather gloves (0 def, 3 armour) psychic's drakeskin leather gloves (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 14 mind Changes resistances: +6% mind Changes damage: +4% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Earusabar (6 def, 2 armour, 39 block) Earusabar (6 def, 2 armour, 39 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 11 fire Talent granted: +2 Block Critical mult.: +6.00% Handheld deflection devices. |
| Cloak | linen cloak 'Voidreaper' (1 def, 0 armour) linen cloak 'Voidreaper' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +1 Mag Changes resistances: +6% darkness Changes resistances penetration: +5% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Glarenull' (2 def, 4 armour) cured leather armour 'Glarenull' (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +1 Str Life regen: +2.50 Stamina each turn: +0.50 Maximum stamina: +10.00 Light radius: +1 A suit of armour made of leather. |
Inventory
heat beam rune (42 fire damage) heat beam rune (42 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
Chalodunagar (30-36 power, 6 apr, blight element) Chalodunagar (30-36 power, 6 apr, blight element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 acid Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +18.0% Physical power: +7 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +5% acid Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +29.00% Life regen: +2.00 Spellpower: +34 (+15 eff.) Spell crit. chance: +8% Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Behir the Burnmaim (8 def, 2 armour, 85.5 block) Behir the Burnmaim (8 def, 2 armour, 85.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 lightning / 7 fire Damage when hit (Melee): 15 lightning / 12 fire Changes stats: +3 Mag / +1 Wil Changes damage: +9% fire Talent granted: +3 Block Maximum life: +49.00 Handheld deflection devices. |
coruscating voratun shield of lightning resistance (+22%) (12 def, 3 armour, 203.5 block) coruscating voratun shield of lightning resistance (+22%) (12 def, 3 armour, 203.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage when hit (Melee): 31 fire Changes stats: +2 Str Changes resistances: +22% lightning / +13% fire Talent granted: +5 Block Handheld deflection devices. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tank Madness? the Shalore Adventurer level 9
9th Dusk 122nd year of Ascendancy at 05:11 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Tank Madness? the Shalore Adventurer level 9
9th Dusk 122nd year of Ascendancy at 05:36 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Tank Madness? the Shalore Adventurer level 10
25th Dusk 122nd year of Ascendancy at 16:25 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Tank Madness? the Shalore Adventurer level 10
25th Dusk 122nd year of Ascendancy at 16:28 see stats
Log
Tank Madness? receives 131 healing.
Ritch flamespitter spits flames!
Gena, the lost sun paladin is dead, quest failed!
Quest 'Escort: lost sun paladin (level 3 of Trollmire)' is failed! (Press 'j' to see the quest log)
Tank Madness? misses War hound.
Ritch flamespitter hits Gena, the lost sun paladin for 171 fire damage.
War hound hits Tank Madness? for 130 physical damage.
Tank Madness? hits War hound for 12 fire, 8 temporal (20 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits Tank Madness? for 171 fire damage.
Tank Madness? the level 10 shalore adventurer was slowly cooked to death by a ritch flamespitter on level 3 of Trollmire.
You have 2 life(s) left.
Tank Madness? deactivates Matter Weaving.
Tank Madness? deactivates Beyond the Flesh.
Tank Madness? deactivates Necrotic Aura.
Tank Madness? stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ritch flamespitter killed Tank Madness?!
Tank Madness? activates Beyond the Flesh.
Tank Madness? casts Bathe in Light.
A shield forms around The Eidolon.
A shield forms around Tank Madness?.
The Eidolon receives 15 healing from Tank Madness?'s healing light area effect.
Tank Madness? receives 20 healing from Tank Madness?'s healing light area effect.
Saving done.
Saving game...
