









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Improved Auto-explore and Rest 1.5.3Quality 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Rogue |
| Level / Exp | 14 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by Kohut the fire imp at level 8 on the 2nd Summertide 122nd year of Ascendancy at 14:37 0 / 6Killed by electric eel at level 12 on the 9th Flare 122nd year of Ascendancy at 05:56 Killed by Minotaur of the Labyrinth at level 12 on the 9th Flare 122nd year of Ascendancy at 23:53 Killed by skeleton magus at level 13 on the 10th Flare 122nd year of Ascendancy at 06:50 Killed by Salywe the hornet swarm at level 14 on the 2nd Dusk 122nd year of Ascendancy at 04:51 Killed by Salywe the hornet swarm at level 14 on the 2nd Dusk 122nd year of Ascendancy at 05:40 |
Primary Stats
| Strength | 30 (base 11) |
| Dexterity | 28 (base 13) |
| Constitution | 41 (base 39) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 29 (base 28) |
Resources
| Life | -41/460 |
| Stamina | 115/142 |
| Healing Factor | 1.6203791469194 |
| Regeneration | 1.2152843601896 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 40 |
| Crit Chance | 22% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 40 |
| Crit Chance | 21% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Lightning | +12% |
| Light | +10% |
| Cold | +10% |
| Darkness | +11% |
| Arcane | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +25% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 19.317011280365 (73.452380952381%) |
| Defense | 15 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 7 |
| Mental Save | 14 |
Defense: Resistances
| Cold | + 33%( 70%) |
| Acid | + 19%( 70%) |
| Light | + 37%( 70%) |
| Darkness | + 44%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 15%( 70%) |
| Fire | + 29%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 176 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 47.04 to 141.12 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is confused, acting randomly (chance 38%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 53% chance to deflect up to 6 damage from the next 1.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 10)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Dourkiss the pair of iron boots (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes damage: +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of iron shots 'Glowreign' (14/14, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 Damage (Ranged): +8 light / +8 darkness Burst (radius 1) on hit: +12 light Shots are used with slings to pummel your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | elven-silk wizard hat (3 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | Blazeblur (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +1 Str Changes resistances: +3% blight / +6% fire Changes resistances penetration: +25% fire Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Blindwilder the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +25% darkness / +5% arcane Changes resistances penetration: +10% darkness Changes damage: +11% darkness / +12% arcane Rings can have magical properties. |
| On fingers | warrior's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | thought-forged steel dagger of erosion (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +5 nature / +8 mind / +4 temporal When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, short and deadly. |
| Around waist | Gilyzilagen the ObsidiansearCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +5% fire / +3% darkness / +5% cold Changes damage: +3% mind A belt that goes around your waist. |
| In off hand | Chargeblood the iron dagger (13.5-17.55 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.5 - 17.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Changes resistances penetration: +5% lightning Changes damage: +12% lightning Sharp, short and deadly. |
| Cloak | resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Eiliniraba the Skeleton Rogue level 10
5th Flare 122nd year of Ascendancy at 06:57 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Eiliniraba the Skeleton Rogue level 11
6th Flare 122nd year of Ascendancy at 13:18 see stats
Level 10
Got a character to level 10.By Eiliniraba the Skeleton Rogue level 10
3rd Flare 122nd year of Ascendancy at 04:42 see stats
Log
Eiliniraba's attacks are less focused.
Eiliniraba hits Salywe the hornet swarm for 12 physical, 1 temporal, 2 mind, 2 nature, 7 physical, 4 lightning (28 total damage).
Salywe the hornet swarm uses Emergency Steam Purge.
Salywe the hornet swarm hits Eiliniraba for (85 absorbed), 0 fire (0 total damage).
Salywe the hornet swarm receives 39 healing.
Salywe the hornet swarm resists the mind attack!
Salywe the hornet swarm hits Eiliniraba for (8 parried), (37 absorbed), 0 physical, (5 absorbed), 0 lightning, (8 parried), (2 absorbed), 0 physical, (5 absorbed), 0 lightning (0 total damage).
Eiliniraba hits Salywe the hornet swarm for 4 blight, 1 mind, 5 darkness, 4 blight, 2 mind, 5 darkness (22 total damage).
Eiliniraba is confused and fails to use Attack.
Your shield crumbles under the damage!
The shield around Eiliniraba crumbles.
Salywe the hornet swarm hits Eiliniraba for (38 absorbed), 0 physical, (2 absorbed), 3 lightning, 7 physical, 5 lightning (16 total damage).
Eiliniraba hits Salywe the hornet swarm for 4 blight, 2 mind, 5 darkness, 4 blight, 2 mind, 5 darkness (23 total damage).
Salywe the hornet swarm receives 39 healing.
Salywe the hornet swarm rushes out!
Salywe the hornet swarm performs a melee critical strike against Eiliniraba!
Eiliniraba is dazed!
Salywe the hornet swarm hits Eiliniraba for 50 physical, 5 lightning, 13 physical, 5 lightning (74 total damage).
Eiliniraba hits Salywe the hornet swarm for 4 blight, 2 mind, 5 darkness, 4 blight, 2 mind, 5 darkness (23 total damage).
Salywe the hornet swarm regains their energy.
Salywe the hornet swarm uses Block.
Salywe the hornet swarm receives 39 healing.
Eiliniraba is not stunned anymore.
Talent Dig is ready to use.
Talent Rune: Shielding is ready to use.
Talent Dual Strike is ready to use.
Eiliniraba is not dazed anymore.
Saving game...







































































