











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 | 12 / 13% |
Size | medium |
Lifes / Deaths | Killed by Glorumivea the wolf at level 12 on the 3rd Haze 122nd year of Ascendancy at 02:58 / 1 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 14 (base 12) |
Constitution | 13 (base 12) |
Magic | 30 (base 12) |
Willpower | 23 (base 12) |
Cunning | 39 (base 36) |
Resources
Equilibrium | 10 |
Vim | 114/144 |
Life | -10/352 |
Paradox | 219 |
Psi | 93/113 |
Healing Factor | 1.1483363011316 |
Regeneration | 0.28708407528289 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 15 |
Accuracy | 33 |
Crit Chance | 25% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 33 |
Crit Chance | 27% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Physical | +6% |
Cold | +16% |
All | 0% |
Darkness | +3% |
Mind | +9% |
Lightning | +16% |
Fire | +12% |
Nature | +12% |
Offense: Damage Penetration
Arcane | +10% |
Acid | +10% |
Fire | +6% |
Cold | +9% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 2 |
Physical Save | 27 |
Spell Save | 26 |
Mental Save | 25 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 17%( 70%) |
All | + 7%( 70%) |
Darkness | + 24%( 70%) |
Light | + 15%( 70%) |
Temporal | + 15%( 70%) |
Lightning | + 41%( 70%) |
Fire | + 21%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 129 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 Willpower stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 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 |
Corruption / Rot | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (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 |
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: * You've found the needed length of troll intestine. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' Agrimley the hermit needs your help making an elixir of focus. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 119% 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 41 cold 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% cold Ignore resists +9% cold Massive two-handed swords. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Mag defense ------ Defense +5 (+5 eff.) Resistance +5% arcane Physical save +12 (+6 eff.) Healmod +12% other ------- Light +4 See Invisibility +6 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal +9% light +5% arcane +3% darkness Spell save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% acid On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +2% Resistance +3% acid +6% fire +9% blight +6% cold +3% nature +3% lightning 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 (+2 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 7 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 T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +3% fire +9% darkness +3% temporal Physical save +6 (+3 eff.) Spell save +3 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 41 acid damage (1/turn) On Critical: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Mag offense ------ Physical Crit +6.0% Physical Power +6 (+3 eff.) Damage +5% acid +9% mind Ignore resists +10% acid +10% arcane When Hit 2 arcane Blunt and deadly. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Dex +3 Cun +1 Con offense ------ On-Hit 6 fire Damage +12% nature +4% fire defense ------ Armor +1 Resistance +6% fire other ------- Light +3 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. |
In off hand | ![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 41 fire damage (1/turn) While equipped: offense ------ Damage +8% fire Ignore resists +6% fire Sharp, long, and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+6 eff.) Resistance +9% blight +6% darkness Physical save +6 (+3 eff.) 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 T1 cloth armor [Ego+] Nature While equipped: Stats +4 Str +4 Mag +4 Wil offense ------ Damage +5% lightning +6% physical +6% cold defense ------ Resistance +6% lightning +5% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag defense ------ Resistance +6% blight +3% cold Unlife -40.00 life other ------- Mana/turn +0.04 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +3% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +2 Cun offense ------ Physical Power +20 (+10 eff.) Damage +3% blight Ignore Shields +20% Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Armor +2 Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Mag +5 Cun offense ------ Ignore resists +10% arcane When Hit 4 mind defense ------ Armor +3 Fatigue +2% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 162% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
Achievements
By Alnubaghels the Cornac Adventurer level 10
57th Dusk 122nd year of Ascendancy at 11:22 see stats
By Alnubaghels the Cornac Adventurer level 8
52nd Dusk 122nd year of Ascendancy at 12:21 see stats
By Alnubaghels the Cornac Adventurer level 8
53rd Dusk 122nd year of Ascendancy at 20:08 see stats
Log
Deadly Poison from Polowen the rattlesnake hits Alnubaghels for (9 to psi shield), (4 dissipated), (1 converted), 3 nature (3 total damage).
Polowen the rattlesnake receives 1 healing from Deadly Poison from Polowen the rattlesnake.
Deep Wound from Glorumivea the wolf hits Alnubaghels for (6 to psi shield), (3 dissipated), (1 converted), 2 physical (2 total damage).
Polotta the fox's Beyond the Flesh performs a melee critical strike against Alnubaghels!
Your summoned carrion worm mass disappears.
Alnubaghels shares damage with his oozes!
Alnubaghels converts damage to paradox!
Blight Poison from Carrion worm mass hits Zubasemira the dredgling for 23 blight damage.
Polotta the fox's Beyond the Flesh hits Alnubaghels for (28 to psi shield), (17 dissipated), (6 converted), 14 physical, (2 to psi shield), (1 dissipated), (0 converted), 1 nature, (5 to psi shield), (2 dissipated), (1 converted), 2 physical (16 total damage).
Melee retaliation hits Polotta the fox for 1 arcane damage.
Polotta the fox uses Kinetic Strike.
Polotta the fox performs a melee critical strike against Alnubaghels!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 38.
Alnubaghels is pinned to the ground.
Zubasemira the dredgling casts Temporal Bolt.
Alnubaghels shares damage with his oozes!
Alnubaghels converts damage to paradox!
Polotta the fox hits Alnubaghels for (28 to psi shield), (24 dissipated), (24 converted), 57 physical, (2 to psi shield), (1 dissipated), (0 converted), 1 darkness, (5 to psi shield), (2 dissipated), (1 converted), 2 physical (60 total damage).
Melee retaliation hits Polotta the fox for 1 arcane damage.
Zubasemira the dredgling hits Bloated ooze for 23 physical damage.
Zubasemira the dredgling killed Bloated ooze!
Carrion worm mass's wormblight area effect hits Polotta the fox for 29 blight damage.
Carrion worm mass's wormblight area effect hits Zubasemira the dredgling for 25 blight damage.
Glorumivea the wolf uses Greater Weapon Focus.
Glorumivea the wolf performs a melee critical strike against Alnubaghels!
Alnubaghels converts damage to paradox!
Melee retaliation hits Glorumivea the wolf for 1 arcane, 1 arcane (2 total damage).
Glorumivea the wolf hits Alnubaghels for (17 to psi shield), (8 dissipated), (5 converted), 13 physical (13 total damage).
Alnubaghels the level 12 cornac adventurer was bludgeoned to death by Glorumivea the wolf on level 2 of Norgos Lair.
Glorumivea the wolf prepares for the next kill!