











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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: Items Vault 1.7.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 18 / 96% |
Size | medium |
Lifes / Deaths | Killed by Betariawen the deformed polar bear at level 18 on the 44th Haze 122nd year of Ascendancy at 08:39 / 1 |
Primary Stats
Strength | 38 (base 26) |
Dexterity | 21 (base 16) |
Constitution | 29 (base 12) |
Magic | 31 (base 15) |
Willpower | 41 (base 18) |
Cunning | 44 (base 39) |
Resources
Mana | 357/357 |
Equilibrium | 33 |
Life | -113/571 |
Paradox | 499 |
Psi | 0/264 |
Healing Factor | 1.2524687383468 |
Regeneration | 2.8180546612803 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 17 |
See Invisible | 22 |
Offense: Mainhand
Damage | 25 |
Accuracy | 43 |
Crit Chance | 28% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 43 |
Crit Chance | 30% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Blight | +6% |
Physical | +7% |
Cold | +31% |
All | 0% |
Lightning | +10% |
Light | +10% |
Fire | +18% |
Mind | +15% |
Offense: Damage Penetration
Fire | +10% |
Cold | +18% |
Defense: Base
Armour (hardiness) | 4 (35.65183292883%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 28.54 |
Spell Save | 26.98 |
Mental Save | 34 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 54%( 70%) |
All | + 12%( 70%) |
Lightning | + 41%( 70%) |
Light | + 52%( 70%) |
Temporal | + 17%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 32%( 70%) |
Mind | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 48% |
Inscriptions (3/3)
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 239 life over 5 turns. Its effects scale with your Cunning stat. |
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 155 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: 17 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 41 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. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed bloated horror heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T1 greatsword 1H weapon [Ego++] Arcane/Master Weapon Damage 110% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 51 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Damage +10% fire Ignore resists +10% fire Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid +9% cold Ignore resists +10% cold When Hit 4 cold defense ------ Armor +1 Resistance +6% acid +12% cold +9% lightning 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. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.25 to 105.76 lightning damage (70.50 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -3% Resistance +3% lightning Physical save +5 (+2 eff.) Life +40.00 Life Regen +2.00 Silence Resist +20% other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +5 Cun +5 Con offense ------ Physical Power +5 (+3 eff.) Spellpower +10 (+5 eff.) When Hit 6 light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 defense ------ Resistance +6% blight +3% light Blind Resist +26% other ------- Infravision +6 See Stealth +17 See Invisibility +13 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Resistance +14% acid +13% fire +11% lightning +12% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +12% light +12% darkness Blind Resist +22% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 51 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +7% cold Ignore resists +8% cold Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +5 Dex +3 Mag +4 Wil defense ------ Resistance +5% arcane Spell save +6 (+2 eff.) Mind save +7 (+4 eff.) Life +47.00 other ------- See Invisibility +9 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 127% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con +6 Wil defense ------ Defense +5 (+3 eff.) Resistance +3% cold +6% temporal Mind save +3 (+2 eff.) Life +28.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ When Hit 4 nature defense ------ Defense +7 (+4 eff.) Crit Resistance 15.00% Physical save +7 (+3 eff.) Life +80.00 Pinning Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +9% acid +7% physical +6% blight +5% cold +15% mind +8% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 defense ------ Resistance +12% acid +10% physical +10% fire +11% cold +15% mind +9% all other ------- Mana/turn +0.12 Psi/turn +0.12 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alnubaghels the Cornac Adventurer level 10
58th Dusk 122nd year of Ascendancy at 21:09 see stats
By Alnubaghels the Cornac Adventurer level 10
62nd Dusk 122nd year of Ascendancy at 13:48 see stats
By Alnubaghels the Cornac Adventurer level 10
60th Dusk 122nd year of Ascendancy at 06:47 see stats
By Alnubaghels the Cornac Adventurer level 15
5th Haze 122nd year of Ascendancy at 20:54 see stats
Log
Bloated ooze is caught in the static field!
Bloated ooze is caught in the static field!
Alnubaghels shares damage with his oozes!
Alnubaghels converts some damage to Psi!
Alnubaghels converts damage to paradox!
Betariawen the deformed polar bear hits Alnubaghels for 2 to psi, (1 converted), (23 dissipated), 6 to psi, (3 converted), 7 lightning, 17 STATIC (31 total damage).
Betariawen the deformed polar bear hits Bloated ooze for 87 lightning, 41 STATIC (128 total damage).
Betariawen the deformed polar bear hits Bloated ooze for 87 lightning, 4 STATIC (91 total damage).
Betariawen the deformed polar bear killed Bloated ooze!
Betariawen the deformed polar bear killed Bloated ooze!
Alnubaghels's Beyond the Flesh hits Betariawen the deformed polar bear for (3 rampage shugs off), 0 acid, (6 rampage shugs off), 0 light, (34 rampage shugs off), 0 fire (0 total damage).
Alnubaghels hits Betariawen the deformed polar bear for (5 rampage shugs off), 0 lightning (0 total damage).
Alnubaghels casts Rune: Shatter Afflictions.
Alnubaghels no longer has a cursed wound.
Alnubaghels overcomes the gloom
A shield forms around Alnubaghels.
Alnubaghels hits Betariawen the deformed polar bear for (3 rampage shugs off), 3 acid, 14 light, 50 cold, 6 acid, 14 light (87 total damage).
Betariawen the deformed polar bear has shrugged off 51 damage and is ready for more.
Betariawen the deformed polar bear receives 37 healing from Unnatural Body.
Betariawen the deformed polar bear uses Slash.
Betariawen the deformed polar bear performs a melee critical strike against Alnubaghels!
Your shield crumbles under the damage!
The shield around Alnubaghels crumbles.
Alnubaghels converts damage to paradox!
Alnubaghels converts some damage to Psi!
Betariawen the deformed polar bear hits Alnubaghels for (26 to psi shield), (40 dissipated), (82 absorbed), 41 to psi, (81 converted), 190 physical (231 total damage).
Melee retaliation hits Betariawen the deformed polar bear for (6 rampage shugs off), 0 light, (2 rampage shugs off), 0 cold, (2 rampage shugs off), 0 nature (0 total damage).
Alnubaghels the level 18 cornac adventurer was splattered to death by Betariawen the deformed polar bear on level 3 of Heart of the Gloom.