








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Dremling Horror Race 1.5.5There aren't enough subtypes of dwarf so here are some Horrible dwarves. Items Vault 1.5.0Donators/Buyers bonus! Class Start Priority - Undead Version 1.5.5A variant of Keevan's Class Start Priority addon, modfied with great incompetence by Parcae to allow Undead to access Ashes of Uhr'rok starting zones. Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Dreamelf 1.5.5 Crystalist 1.5.6 Bladebender 1.5.6 The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dreamelf |
| Class | Mana Knight |
| Level / Exp | 36 / 12% |
| Size | 3 (medium) |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 51 (base 39) |
| Magic | 61 (base 60) |
| Willpower | 54 (base 48) |
| Cunning | 23 (base 10) |
Resources
| Life | 876/876 |
| Mana | 429/429 |
| Stamina | 249/249 |
| Healing Factor | 1.6782805429864 |
| Regeneration | 0.67131221719457 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Stealth | 8 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 41 |
| Crit Chance | 28% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Physical | +8% |
| Nature | +8% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 78.268591263751 (89.859154929577%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 38 |
| Physical Save | 62 |
| Spell Save | 67 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 46%( 82%) |
| Arcane | + 74%( 82%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Lightning | + 20%( 70%) |
| Temporal | + 46%( 82%) |
| Mind | + 18%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 2%( 62%) |
Defense: Immunities
| Stun Resistance | 70% |
| Confusion Resistance | 36% |
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 696% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Arcane | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Aether | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.50 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Spell / Magical Fundamentals | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Spell / Mana Flare | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Dreamelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Anime Style |
| talent | Practicing With Wards |
| talent | Eldritch Combat |
| talent | Arcane Power |
| talent | Eldritch Aura |
| talent | Experimental Safeguards |
| talent | Fiddling With Chance |
| talent | Messing With Time |
| beneficial effect | The target is surrounded by a magical shield, absorbing 286/286 damage before it crumbles. Damage Shield |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | brass lanternRequires: 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. |
| On head | mindcaging voratun helm of precognition (12 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun Changes resistances: +15% mind Mental save: +20 (+6 eff.) Confusion immunity: +36% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged yew wand of firewall [power 213] (7 cooldown)Requires: Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting 4 turns (dealing 213 fire damage overall), putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's gold ring of sensingRequires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Blindness immunity: +24% Infravision radius: +3 See stealth: +8 See invisible: +5 Rings can have magical properties. |
| On fingers | Ring of GrowthRequires: Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Ce'NiramiraRequires: Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+3 eff.) Changes resistances: +7% acid / +6% fire / +6% cold / +7% lightning Changes resistances penetration: +10% blight Changes damage: +9% blight Physical save: +18 (+5 eff.) Spell save: +30 (+8 eff.) Maximum life: +36.00 Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
| In main hand | Erelorendil (67.5-101.25 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 120% Mag, 47% Str Damage type: Mind Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +7 light Damage against: +13% Undead When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +10% mind Healing mod.: +20% Massive two-handed mauls. |
| On hands | dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 16% Dex, 40% Cun, 80% Mag, 16% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Magic 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 174.96 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
| Cloak | thick linen cloak of protection (1 def, 6 armour)Requires: Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding voratun amulet of constitution (+2)Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +13% lightning Stun/Freeze immunity: +30% Amulets can have magical properties. |
Inventory
truestriking voratun battleaxe of the leech (57-85.5 power, 4 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 120% Mag, 47% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * leeches stamina from the target When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +17 Damage when hit (Melee): 23 nature slow Changes resistances penetration: +21% physical Massive two-handed battleaxes. |
steel greatsword of vileness (26-41.6 power, 2 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 120% Mag, 47% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 9% chance to disease Damage (Melee): +12 blight Massive two-handed swords. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Magic 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 100% Mag, 39% Str Damage type: Physical bleed Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
grounding hardened leather cap of dexterity (+4) (0 def, 3 armour)Requires: Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +9% lightning / +10% temporal A cap made of leather. |
searing stralite plate armour of the deep (7 def, 16 armour)Requires: - Magic 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +16 Defense: +7 (+2 eff.) Fatigue: +26% Damage (Melee): 17 acid / 16 fire Damage when hit (Melee): 12 acid / 11 fire Changes resistances: +32% acid / +13% cold / +21% fire Allows you to breathe in: water A suit of armour made of metal plates. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By Linten'Ra the Dreamelf Mana Knight level 16
75th Pyre 122nd year of Ascendancy at 21:53 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Linten'Ra the Dreamelf Mana Knight level 31
79th Pyre 122nd year of Ascendancy at 06:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Linten'Ra the Dreamelf Mana Knight level 10
75th Pyre 122nd year of Ascendancy at 03:00 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Linten'Ra the Dreamelf Mana Knight level 20
76th Pyre 122nd year of Ascendancy at 17:40 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Linten'Ra the Dreamelf Mana Knight level 30
78th Pyre 122nd year of Ascendancy at 18:45 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Linten'Ra the Dreamelf Mana Knight level 35
1st Mirth 122nd year of Ascendancy at 11:54 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Linten'Ra the Dreamelf Mana Knight level 31
79th Pyre 122nd year of Ascendancy at 09:11 see stats
XXX the Destroyer (Nightmare (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Linten'Ra the Dreamelf Mana Knight level 29
78th Pyre 122nd year of Ascendancy at 18:02 see stats
Log
Linten'Ra deactivates Eldritch Combat.
Linten'Ra activates Eldritch Combat.
Linten'Ra deactivates Arcane Power.
Linten'Ra activates Arcane Power.
Linten'Ra deactivates Eldritch Aura.
Linten'Ra activates Eldritch Aura.
Linten'Ra deactivates Fiddling With Chance.
Linten'Ra activates Fiddling With Chance.
Linten'Ra deactivates Experimental Safeguards.
Linten'Ra activates Experimental Safeguards.
Linten'Ra activates Messing With Time.
Resting starts...
Talent Rune: Manasurge is ready to use.
The shield around Linten'Ra crumbles.
Rested for 6 turns (stop reason: all resources and life at maximum).
A shield forms around Linten'Ra.
The shield around Linten'Ra crumbles.
A shield forms around Linten'Ra.
Linten'Ra deactivates Practicing With Wards.
Linten'Ra deactivates Messing With Time.
Linten'Ra deactivates Eldritch Aura.
The shield around Linten'Ra crumbles.
Linten'Ra deactivates Fiddling With Chance.
Linten'Ra deactivates Experimental Safeguards.
Linten'Ra deactivates Anime Style.
Linten'Ra deactivates Arcane Power.
Linten'Ra deactivates Eldritch Combat.



































