










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality 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. |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 41 / 66% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 61 (base 60) |
| Constitution | 20 (base 15) |
| Magic | 69 (base 60) |
| Willpower | 48 (base 35) |
| Cunning | 18 (base 10) |
Resources
| Life | 860/860 |
| Paradox | 200 |
| Healing Factor | 1.0870588855782 |
| Regeneration | 0.27176472139454 |
Speed
| Mental | -1.9984014443253E-13% |
| Attack | -1.9984014443253E-13% |
| Movement | -2.2204460492503E-14% |
| Spell | -1.9984014443253E-13% |
| Global | +106% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 15.479315022171 |
| See Invisible | 15.479315022171 |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 63 |
| Crit Chance | 15% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 62 |
| Accuracy | 63 |
| Crit Chance | 20% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| All | 0% |
| Physical | +6% |
| Mind | +15% |
| Nature | +15% |
Offense: Damage Penetration
| Fire | +23% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 61 (87.155997060385%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 39 |
| Mental Save | 26 |
Defense: Resistances
| Nature | + 43%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 26%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 80 up to 7 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 22 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon Folding |
| talent | Contingency |
| talent | Secrets of the Eternals |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+10). Continuum Destabilization |
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 | scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Stamina each turn: +0.60 Maximum stamina: +14.00 Spellpower: +6 (+2 eff.) A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 | miner's drakeskin leather cap of knowledge (0 def, 9 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +4 Cun / +4 Wil Mindpower: +4 (+2 eff.) Infravision radius: +3 A cap made of leather. |
| On hands | sand voratun gauntlets (0 def, 10 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 physical Changes damage: +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | powerful dragonbone wand of shielding [power 428] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | pixie's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +3 Cun / +4 Mag Spellpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | savior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Defense: +10 (+2 eff.) Physical save: +9 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
| In main hand | blazebringer's voratun mace of massacre (58-81 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 58.0 - 81.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +77 fire When wielded/worn: Changes resistances penetration: +23% fire Global speed: +6% Blunt and deadly. |
| Around waist | reinforced hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +19 Defense: +10 (+2 eff.) Physical save: +15 (+7 eff.) It can be used to create a temporary shield that absorbs 236 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | stralite dagger of the mystic (27-35 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Spellpower: +7 (+2 eff.) Sharp, short and deadly. |
| Cloak | thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Newly picked upvoratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +11 (+2 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
plaguebringer's voratun battleaxe (56-85 power, 4 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +20 blight When wielded/worn: Disease immunity: +39% Massive two-handed battleaxes. |
Newly picked upstormbringer's dwarven-steel dagger of evisceration (17-22 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +26 lightning / +29 cold When wielded/worn: Physical crit. chance: +11.0% Physical power: +8 (+2 eff.) Changes resistances penetration: +13% lightning / +14% cold Movement speed: +25% Sharp, short and deadly. |
dwarven-steel greatsword of torment (34-55 power, 2 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
Newly picked upenhanced orichalcum trident of projection (52-83 power, 16 apr) Requires: - Magic 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +10 Str / +13 Dex / +14 Mag / +12 Wil / +14 Cun / +10 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked upflaming deep-steel trident (28-46 power, 10 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.5 - 45.6 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +16 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
rejuvenating voratun mail armour of Eyal (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Life regen: +15.00 Stamina each turn: +0.80 Maximum life: +77.00 Healing mod.: +17% A suit of armour made of mail. |
radiant dwarven-steel plate armour of clarity (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +21% blight / +21% darkness / +7% mind Mental save: +18 (+9 eff.) Light radius: +1 A suit of armour made of metal plates. |
quiver of elm arrows (11/11, 17-24 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 11 Arrows are used with bows to pierce your foes to death. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 Orderist the Shalore Temporal Warden level 20
76th Pyre 122nd year of Ascendancy at 00:48 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Orderist the Shalore Temporal Warden level 36
79th Pyre 122nd year of Ascendancy at 12:46 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Orderist the Shalore Temporal Warden level 10
75th Pyre 122nd year of Ascendancy at 02:13 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Orderist the Shalore Temporal Warden level 20
76th Pyre 122nd year of Ascendancy at 00:48 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Orderist the Shalore Temporal Warden level 30
77th Pyre 122nd year of Ascendancy at 14:35 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Orderist the Shalore Temporal Warden level 40
1st Mirth 122nd year of Ascendancy at 10:30 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Orderist the Shalore Temporal Warden level 41
1st Mirth 122nd year of Ascendancy at 22:21 see stats
Log
Orderist stops regenerating health quickly.
The shield around Orderist crumbles.
Talent Rune: Shatter Afflictions is ready to use.
Talent Banish is ready to use.
Talent Warp Blade is ready to use.
There is an item here: stormbringer's dwarven-steel dagger of evisceration (17-22 power, 7 apr)
Ran for 3 turns (stop reason: object seen).
Orderist picks up (b.): stormbringer's dwarven-steel dagger of evisceration (17-22 power, 7 apr).
There is an item here: voratun ring of speed
There is an item here: enhanced orichalcum trident of projection (52-83 power, 16 apr)
Orderist picks up (a.): voratun ring of speed.
Orderist picks up (e.): enhanced orichalcum trident of projection (52-83 power, 16 apr).
Orderist picks up (j.): pearl.
There is an item here: flaming deep-steel trident (28-46 power, 10 apr)
Orderist picks up (f.): flaming deep-steel trident (28-46 power, 10 apr).
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Regeneration is ready to use.
Resting starts...
Orderist retunes the fabric of spacetime.
Spacetime feels more stable.
Rested for 28 turns (stop reason: all resources and life at maximum).











































































