Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
| Addons | Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** 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: Custom Auto Use 1.2.2Adds additional options to talent auto-use Improved player targetting 1.2.0Player's targetting improvements. Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 3 / 33% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 12 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 16 (base 16) |
| Cunning | 17 (base 17) |
Resources
| Life | 131/131 |
| Stamina | 121/121 |
| Psi | 106/106 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 10 |
| Accuracy | 20 |
| Crit Chance | 7% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 1.7 |
| Ranged Defense | 1.7 |
| Fatigue | 6 |
| Physical Save | 8.4 |
| Spell Save | 9.8 |
| Mental Save | 11.55 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Two-handed weapons | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Lacerating Strikes |
| talent | Beyond the Flesh |
Quests
Escort the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire) | active |
Explore the caves below the ruins of Kor&SLATEWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
Equipment
| Psionic focus | flaming steel waraxe (13-18.2 power, 3 apr) flaming steel waraxe (13-18.2 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire One-handed war axes. |
| Main armor | spiked rough leather armour of cold resistance (1 def, 2 armour) spiked rough leather armour of cold resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% cold A suit of armour made of leather. |
| 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 hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In main hand | iron battleaxe (15-22.5 power, 1 apr) iron battleaxe (15-22.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
Inventory
regeneration infusion of the warrior (heal 103 over 5 turns) regeneration infusion of the warrior (heal 103 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 103 life over 5 turns. Its effects scale with your Strength 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. |
regeneration infusion of the wizard (heal 105 over 5 turns) regeneration infusion of the wizard (heal 105 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 105 life over 5 turns. Its effects scale with your Magic 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. |
wild infusion (resist 10%; cure mental, physical) wild infusion (resist 10%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental, physical effects and reduce all damage taken by 10% for 4 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. |
iron battleaxe (16-24 power, 1 apr) iron battleaxe (16-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
iron dagger (11-14.3 power, 5 apr) iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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
Shattan picks up (b.): sun infusion (rad 6; power 21; turns 3; dispells darkness).
Shattan picks up (c.): wild infusion (resist 10%; cure mental).
Shattan picks up (c.): wild infusion (resist 10%; cure mental, physical).
Shattan picks up (a.): regeneration infusion of the warrior (heal 103 over 5 turns).
Shattan picks up (d.): sun infusion of the titan (rad 5; power 34; turns 3; dispells darkness).
Shattan picks up (c.): sun infusion (rad 5; power 21; turns 3; dispells darkness).
There is a way to the next level here (press &039; or right click to use).
Ran for 54 turns (stop reason: at exit).
You gain 0.10 gold from the transmogrification of pouch of iron shots (12/12, 16.5-19.8 power, 1 apr).
You gain 0.10 gold from the transmogrification of quiver of elm arrows (15/15, 14.5-20.3 power, 5 apr).
You gain 0.25 gold from the transmogrification of iron gauntlets (0 def, 1 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 0.25 gold from the transmogrification of elm starstaff (10-12 power, 2 apr, temporal element).
You gain 0.25 gold from the transmogrification of rough leather sling.
You gain 0.25 gold from the transmogrification of mossy mindstar (2.5-2.75 power, 12 apr, nature damage).
You gain 0.25 gold from the transmogrification of mossy mindstar (2.5-2.75 power, 12 apr, nature damage).
You gain 0.25 gold from the transmogrification of mossy mindstar (3-3.3 power, 12 apr, nature damage).
You gain 0.25 gold from the transmogrification of elm longbow.
You gain 0.25 gold from the transmogrification of iron dagger (9.5-12.35 power, 5 apr).
You gain 1.55 gold from the transmogrification of phase door rune (range 6; power 15; dur 3).
You gain 0.59 gold from the transmogrification of manasurge rune (600% regen over 10 turns; 30 instant mana).
You gain 0.59 gold from the transmogrification of manasurge rune (631% regen over 10 turns; 32 instant mana).
You gain 1.00 gold from the transmogrification of wild infusion (resist 10%; cure mental).
You gain 1.12 gold from the transmogrification of sun infusion of the titan (rad 5; power 34; turns 3; dispells darkness).
You gain 0.63 gold from the transmogrification of sun infusion (rad 5; power 21; turns 3; dispells darkness).
You gain 0.63 gold from the transmogrification of sun infusion (rad 6; power 21; turns 3; dispells darkness).
There is a way to the previous level here (press &039; or right click to use).
Accepted quest &039;! (Press &039; to see the quest log)
You feel mildly anxious, and walk with caution.
