Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| 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!Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 10 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Sun Madness at level 10 on the 74th Pyre 122nd year of Ascendancy at 16:41 3 / 2Killed by Sun Madness at level 10 on the 74th Pyre 122nd year of Ascendancy at 16:46 |
Primary Stats
| Strength | 16 (base 18) |
| Dexterity | 20 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 25 (base 14) |
| Willpower | 13 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | 234/234 |
| Positive | 0/77 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 22 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.1 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 12.5 |
| Ranged Defense | 16.5 |
| Fatigue | 6 |
| Physical Save | 24.55 |
| Spell Save | 26.65 |
| Mental Save | 32.775 |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| 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. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| 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 |
Quests
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 fingers | sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+6 eff.) Changes stats: +9 Cun / +9 Dex Rings can have magical properties. |
| In main hand | iron mace (13-18.2 power, 2 apr) iron mace (13-18.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
| 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. |
| Main armor | Isleda the elven-silk robe (5 def, 0 armour) Isleda the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+5 eff.) Damage when hit (Melee): 20 arcane / 4 temporal Changes stats: +9 Mag Changes resistances: +26% darkness / +3% temporal / +27% light / +28% mind Changes resistances penetration: +23% temporal / +15% arcane / +15% physical Changes damage: +20% physical / +26% temporal / +12% arcane / +18% light Physical save: +20 (+10 eff.) Spell save: +20 (+10 eff.) Mental save: +34 (+14 eff.) Reduces paradox anomalies(equivalent to willpower): +14 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In off hand | iron shield (4 def, 2 armour, 10-12 power, 17.5 block) iron shield (4 def, 2 armour, 10-12 power, 17.5 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: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Inventory
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 10)controlled phase door rune (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel dagger of ruin (17-22.1 power, 7 apr)plaguebringer's dwarven-steel dagger of ruin (17-22.1 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 12% chance to disease Damage (Melee): +11 blight When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Critical mult.: +12.00% Disease immunity: +18% Sharp, short and deadly. |
iron greatsword (17.5-28 power, 1 apr) iron greatsword (17.5-28 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick iron mace of corruption (11.5-16.1 power, 2 apr)quick iron mace of corruption (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 111% On weapon hit: * 8% chance to inflict damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +3 Dex Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling of true flightreinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +13 (+6 eff.) Physical crit. chance: +13.0% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. infernal elm starstaff of channeling (10-12 power, 2 apr, physical element)infernal elm starstaff of channeling (10-12 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.16 Spellpower: +18 (+9 eff.) Spell crit. chance: +1% See invisible: +8 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel waraxe of torment (17.5-24.5 power, 4 apr)plaguebringer's dwarven-steel waraxe of torment (17.5-24.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease * 20% chance to torment the target Damage (Melee): +14 blight When wielded/worn: Changes resistances penetration: +11% mind / +11% darkness Disease immunity: +25% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stormwoven woollen robe (0 def, 0 armour)stormwoven woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +9% cold Changes damage: +11% lightning / +9% physical / +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant iron mail armour of implacability (2 def, 9 armour)radiant iron mail armour of implacability (2 def, 9 armour) Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +14% blight / +13% darkness Physical save: +7 (+4 eff.) Light radius: +2 A suit of armour made of mail. |
deflecting voratun shield of crushing (27 def, 3 armour, 80.5-96.6 power, 192 block) deflecting voratun shield of crushing (27 def, 3 armour, 80.5-96.6 power, 192 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.5 - 96.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +192 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+7 eff.) Armour: +3 Defense: +27 (+17 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Talent granted: +5 Block Deflect projectiles away: +16% Handheld deflection devices. |
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. |
This item will automatically be transmogrified when you leave the level. Runandil the Cracklesorrow (22/22, 52.5-63 power, 6 apr)Runandil the Cracklesorrow (22/22, 52.5-63 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 60% chance to disease * 40% chance to corrode armour * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +4 lightning / +16 temporal / +20 blight / +20 physical Burst (radius 1) on hit: +4 lightning / +25 fire / +12 blight / +24 acid Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Sun Madness the Shalore Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 11:09 see stats
Log
Sun Madness picks up (i.): Isleda the elven-silk robe (5 def, 0 armour).
Sun Madness picks up (k.): radiant iron mail armour of implacability (2 def, 9 armour).
Sun Madness picks up (l.): deflecting voratun shield of crushing (27 def, 3 armour, 80.5-96.6 power, 192 block).
Sun Madness picks up (f.): quick iron mace of corruption (11.5-16.1 power, 2 apr).
Sun Madness wears (replacing iron mail armour (2 def, 4 armour)): Isleda the elven-silk robe (5 def, 0 armour).
Sun Madness wears: sneakthief's stralite ring.
Xerirethra the elven archer is asphyxiating!
You feel a surge of power as a powerful creature falls nearby.
Ran for 9 turns (stop reason: didn't move).
Nerina the elven sun-mage is asphyxiating!
You feel a surge of power as a powerful creature falls nearby.
Ran for 2 turns (stop reason: interesting character).
Sun Madness is asphyxiating!
Sun Madness the level 10 shalore sun paladin suffocated to death on level 1 of Gates of Morning.
You have 3 life(s) left.
Sun Madness is free to breathe.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Saving done.
Saving game...
