











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 7 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 7 on the 20th Voratun 122nd year of Ascendancy at 23:55 / 1 |
Primary Stats
| Strength | 28 (base 23) |
| Dexterity | 15 (base 17) |
| Constitution | 21 (base 17) |
| Magic | 11 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -1/310 |
| Stamina | 13/128 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 5 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 23 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +8% |
| Lightning | +3% |
| Mind | +4% |
Defense: Base
| Armour (hardiness) | 18.317011280365 (72.903125182002%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 15 |
| Physical Save | 23 |
| Spell Save | 8 |
| Mental Save | 14 |
Defense: Resistances
| Darkness | + 11%( 70%) |
| Blight | + 10%( 70%) |
| Fire | + 6%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
| On feet | traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+3 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
| On hands | Lisoyathra the Nimbusoracle (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Cun +3 Mag offense ------ On-Hit 6 mind Damage +4% mind +3% lightning defense ------ Armor +1 Resistance +6% mind Crit Resistance 5.00% other ------- See Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature While equipped: Stats +1 Wil defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% blight +11% darkness other ------- Light +1 A suit of armour made of mail. |
| In main hand | Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| In off hand | reinforced iron shield (0 def, 4 armour, 98% power, 48.5 block)7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 99% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +48 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +6 (+6 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 11 fire defense ------ Resistance +6% fire Mind save +5 (+5 eff.) other ------- Light +3 See Stealth +5 See Invis +5 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. |
Inventory
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +0.0% Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron longsword (103% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron waraxe 'Tundraburst' (102% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +4 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Ignore resists +5% cold When Hit 2 acid defense ------ Resistance +6% light +9% cold One-handed war axes. |
naturalist's rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Resistance +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +11% light +11% darkness A suit of armour made of mail. |
iron shield (0 def, 2 armour, 98% power, 21.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 99% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +22 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dhurban Stonewall the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 03:15 see stats
Log
Dhurban Stonewall steals life from Xanilramina the grannor'vin!
Dhurban Stonewall hits Xanilramina the grannor'vin for 11 blight, 26 physical, 1 mind (38 total damage).
Melee retaliation hits Shadow for 5 fire damage.
Shadow hits Dhurban Stonewall for 2 physical damage.
Xanilramina the grannor'vin uses Skullcracker.
Dhurban Stonewall wanders around!
Melee retaliation hits Xanilramina the grannor'vin for 4 fire damage.
Xanilramina the grannor'vin hits Dhurban Stonewall for 16 physical, 2 fire (18 total damage).
Poryna the dremling shoots!
Dhurban Stonewall feels pain again.
Talent Repulsion is ready to use.
Talent Infusion: Regeneration is ready to use.
Deadly Poison from Xanilramina the grannor'vin hits Dhurban Stonewall for 4 nature damage.
Poryna the dremling's Shoot hits Dhurban Stonewall for 16 physical, 3 mind, 5 nature (25 total damage).
Dhurban Stonewall is confused and fails to use Infusion: Regeneration.
Shadow casts Blindside.
Melee retaliation hits Shadow for 6 fire damage.
Shadow hits Dhurban Stonewall for 4 physical damage.
Poryna the dremling shoots!
Deadly Poison from Xanilramina the grannor'vin hits Dhurban Stonewall for 5 nature damage.
Xanilramina the grannor'vin hits Dhurban Stonewall for 13 physical, 2 fire, 6 physical, 2 fire (24 total damage).
Melee retaliation hits Xanilramina the grannor'vin for 5 fire, 5 fire (10 total damage).
Poryna the dremling's Shoot hits Dhurban Stonewall for 14 physical, 2 mind, 5 nature (20 total damage).
Dhurban Stonewall is confused and fails to use Infusion: Regeneration.
Melee retaliation hits Shadow for 6 fire damage.
Shadow hits Dhurban Stonewall for 2 physical damage.
Dhurban Stonewall the level 7 dwarf bulwark was battered to death by a shadow on level 2 of The Deep Bellow.



















































