Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 | 
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Mesmer 1.2.2A magical class based on creating and shattering illusions. Infinite500 v2.3c: Revised high level play for ToME 1.2.2Version 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. Treant Race 1.1.5Adds in a Treant Race. Ghost Race 1.1.5Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus 1.2 1.2.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Witch Doctor Class 1.1.5Contains a new hybrid class, combination of wilder and defiler that focuses on debuffs. Note:Equilibrium is increased by 5x the amount of Vim used. Items Vault 1.2.0Donators/Buyers bonus! Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Steamtech UI 1.1.4 | 
| Campaign | Infinite | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 4 / 73% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 17.05 (base 12) | 
| Dexterity | 15.4 (base 12) | 
| Constitution | 19 (base 13) | 
| Magic | 14 (base 14) | 
| Willpower | 15 (base 13) | 
| Cunning | 20 (base 20) | 
Resources
| Mana | 143/143 | 
| Psi | 95/95 | 
| Vim | 112/112 | 
| Life | 171/171 | 
| Hate | 26/100 | 
| Stamina | 122/122 | 
| Paradox | 75 | 
| 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 | 11 | 
| Accuracy | 14 | 
| Crit Chance | 6% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 6 | 
| Accuracy | 14 | 
| Crit Chance | 7% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 17 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 18.5 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 4 (30%) | 
| Defense | 3.89 | 
| Ranged Defense | 3.89 | 
| Fatigue | 7 | 
| Physical Save | 12.6175 | 
| Spell Save | 10.15 | 
| Mental Save | 17.25 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 9% | 
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use 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: 1.0Infusion: Regeneration Use 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 / Dual techniques | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Golemancy | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Reaving combat | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Psi-fighting | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Rampage | 1.00 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Chronomancy / Energy | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Unarmed training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Stone alchemy | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Augmentation | 
| talent | Energy Decomposition | 
| talent | Beyond the Flesh | 
Quests
| You successfully escorted the repented thief to the recall portal on level 2 of Infinite Dungeon.Escort: repented thief (level 2 of Infinite Dungeon) As a reward you improved Dexterity by +2. | done | 
| You have entered the Infinite Dungeon. There is no going back now.The Infinite Dungeon Go deep, fight, win or die in a blaze of glory! | active | 
Equipment
| Psionic focus | elm starstaff (10-12 power, 2 apr, physical element)elm starstaff (10-12 power, 2 apr, physical element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 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: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. | 
| Quiver | 56 alchemist ametrine56 alchemist ametrine 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. | 
| 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 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head | rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. | 
| Tool | iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| In main hand | acidic iron waraxe (12-16.8 power, 2 apr)acidic iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid One-handed war axes. | 
| Light source | brass lanternbrass lantern 2.00 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. | 
| In off hand | warbringer's iron dagger of vileness (9.5-12.35 power, 5 apr)warbringer's iron dagger of vileness (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 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% On weapon hit: * 5% chance to disease Damage (Melee): +4 blight When wielded/worn: Physical power: +4 Changes stats: +2 Con Changes resistances penetration: +4% physical Disarm immunity: +9% Sharp, short and deadly. | 
| Cloak | regal linen cloak (1 def, 0 armour)regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | 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. | 
Inventory
| This item will automatically be transmogrified when you leave the level.regeneration infusion of the wizard (heal 108 over 5 turns) regeneration infusion of the wizard (heal 108 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 108 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. | 
| This item will automatically be transmogrified when you leave the level.iron greatsword (14-22.4 power, 1 apr) iron greatsword (14-22.4 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. | 
| iron longsword (10.5-14.7 power, 2 apr)iron longsword (10.5-14.7 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 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. | 
| This item will automatically be transmogrified when you leave the level.hateful iron mace of persecution (12-16.8 power, 2 apr) hateful iron mace of persecution (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 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% Damage (Melee): +6 darkness Damage against: +6% Living / +5% Unnatural When wielded/worn: Changes stats: +1 Wil Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.short elm vilestaff of fate (10-12 power, 2 apr, fire element) short elm vilestaff of fate (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 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: Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +6 Spell save: +5 Mental save: +5 Spellpower: +3 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.iron plate armour (3 def, 7 armour) iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% A suit of armour made of metal plates. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Transmogrification ChestTransmogrification Chest Powered 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.pouch of iron shots (14/14, 17-20.4 power, 1 apr) pouch of iron shots (14/14, 17-20.4 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 17.0 - 20.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 14 Shots are used with slings to pummel your foes to death. | 
| zirconzircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. | 
Achievements
Log
Torerath is pinned to the ground.
Something hits Torerath for 10 physical damage.
Torerath hits Something for 10 physical damage.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northeast (squid)).
You collect a new ingredient: vial of squid ink.
Torerath hits Squid for 14 physical, 5 acid (19 total damage).
Torerath killed Squid!
Golem (servant of Torerath) casts Eye Beam.
You fight through the pain! (+8 hate)
Torerath begins rampaging!
Golem (servant of Torerath) hits Something for 64 cold damage.
Golem (servant of Torerath) hits Torerath for (19 dissipated), 45 cold (45 total damage).
You are unable to move!
You are unable to move!
Torerath is no longer pinned.
Your movements fuel your rampage! (+1 duration)
You pickup 0.70 gold pieces.
Resting starts...
Torerath is no longer rampaging.
Rested for 60 turns (stop reason: all resources and life at maximum).
Ran for 50 turns (stop reason: at door).
