











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Hulking Berserker Evolution 1.7.4Introduces a class evolution for Berserker. Taking this class evolution allows one to wield a 2H weapon in each hand, as well as making his punches more powerful. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Ignore Race/Class Locks 1.7.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Custom Difficulty 1.7.5Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Portable Item Vault 1.7.4Add a portable item vault to your inventory! |
| Campaign | Maj'Eyal |
| Mode | Easy Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 5 / 55% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 3 / 0 |
Primary Stats
| Strength | 27.780500365946 (base 27) |
| Dexterity | 34.561000731893 (base 27) |
| Constitution | 37.561000731893 (base 27) |
| Magic | 43.780500365946 (base 27) |
| Willpower | 34.561000731893 (base 27) |
| Cunning | 34.561000731893 (base 27) |
Resources
| Life | 853/853 |
| Hate | 31/100 |
| Vim | 201/269 |
| Healing Factor | 0.86434901402184 |
| Regeneration | 0.21608725350546 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 14 |
| See Stealth | 79.692359770576 |
| See Invisible | 93.253360502469 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 57 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 57 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| All | +25% |
Defense: Base
| Armour (hardiness) | 13.731714494827 (100%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 32 |
| Mental Save | 30 |
Defense: Resistances
| Darkness | + 33%( 81%) |
| Fire | + 31%( 70%) |
| Physical | + 16%( 73%) |
| Mind | + 9%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Confusion Resistance | 47% |
| Fear Resistance | 53% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 53% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 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: 2.5 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. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Scourge | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.20 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Cursed / Hatred | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 2.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Discord |
| talent | Aether Permeation |
| talent | Stalk |
| talent | Ruin |
| talent | Gloom |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.8)Penalty : Fractured Sanity: -5% Mind Resistance, -6% Confusion Immunity Power 1+: Unleashed: +11% critical damage, +14% off-hand weapon damage Power 2+: -3 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 58% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +23 Darkness Resistance, +11% Max Darkness Resistance, +14 See Invisible Power 2+: -3 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 24% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 24% for 3 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -3 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.8)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -2 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.8)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 7% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -2 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 36 mind and 36 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 58 Mind damage, and deal 58 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Parrying melee and ranged attacks: Has a 75% chance to deflect up to 20 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
Equipment
| Quiver | quiver of elm arrows (Corpses) (20/20, 102% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 102% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Curse of Corpses Arrows are used with bows to pierce your foes to death. |
| On hands | rough leather gloves (Shrouds) (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | copper ring of power (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Curse of Madness Rings make your fingers look great! |
| On fingers | copper ring of fire (+20%) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Curse of Shrouds Rings make your fingers look great! |
| Around neck | copper amulet of magic (+2) (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Curse of Shrouds Amulets make your neck look great! |
| In main hand | iron waraxe of vileness (Shrouds) (103% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +6 blight Curse of Shrouds One-handed war axes. |
| Light source | brass lantern (Madness)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 Curse of Madness 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 | hateful iron waraxe of massacre (Misfortune) (115% power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +6% Living Curse of Misfortune One-handed war axes. |
| Cloak | linen cloak (Misfortune) (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Curse of Misfortune 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 (Nightmares) (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Curse of Nightmares A suit of armour made of leather. |
Inventory
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 105 power out of 336/400. 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 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) Activation costs 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. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Talent Bone Grab is ready to use.
Talent Dark Portal is ready to use.
Talent Blood Lock is ready to use.
Talent Elemental Discord is ready to use.
Talent Burning Hex is ready to use.
Talent Curse of Impotence is ready to use.
Talent Ruin is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Mazino activates Ruin.
Mazino activates Elemental Discord.
Mazino activates Savage Hunter.
Space around you starts to dissolve...
Resting starts...
Rested for 40 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
You gain 5.25 gold from the transmogrification of soothing elm wand of conjuration (Corpses) [power 105] (8 cooldown).
You gain 2.23 gold from the transmogrification of quiver of elm arrows of vileness (Nightmares) (19/19, 109% power, 5 apr).
You gain 1.37 gold from the transmogrification of cleansing rough leather armour of lightning resistance (Nightmares) (3 def, 2 armour).
You gain 0.25 gold from the transmogrification of rough leather sling (Nightmares).
You gain 1.88 gold from the transmogrification of hateful iron greatmaul (Shrouds) (119% power, 1 apr).
You gain 0.05 gold from the transmogrification of copper ring (Misfortune).
You gain 2.05 gold from the transmogrification of blink rune of the duelist (range 4; phase 15; cd 18).
You gain 25.00 gold from the transmogrification of Prismatic Rune (6 turns; lightning, physical, darkness, cold).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).







































































































































