










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 15 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Zarro the shalore at level 15 on the 46th Dusk 122nd year of Ascendancy at 18:32 / 1 |
Primary Stats
| Strength | 11 (base 13) |
| Dexterity | 38 (base 35) |
| Constitution | 15 (base 10) |
| Magic | 24 (base 18) |
| Willpower | 15 (base 10) |
| Cunning | 35 (base 28) |
Resources
| Life | -183/325 |
| Mana | 109/209 |
| Stamina | 46/154 |
| Healing Factor | 1.1960311219417 |
| Regeneration | 0.29900778048543 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 38 |
| Crit Chance | 17% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 38 |
| Crit Chance | 16% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +13% |
| Blight | +6% |
| Arcane | +9% |
| Nature | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Arcane | +5% |
| Nature | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 20 |
| Mental Save | 24 |
Defense: Resistances
| Darkness | + 17%( 70%) |
| Light | + 43%( 70%) |
| Nature | + 7%( 70%) |
| Physical | + 6%( 70%) |
| Lightning | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | 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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
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. | 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 the fox. He has given you some notes on the ingredients: * '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.' * You've found the needed honey tree root. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 38% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Summertide Phial1.0 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.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Glimmerpower (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% acid +3% light When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Armor +1 Fatigue +1% Resistance +13% light +11% darkness A cap made of leather. |
| On hands | Nedoldil the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Wil +1 Mag offense ------ Critical power +15.00% On-Hit 7 nature Damage +3% nature +6% blight Ignore resists +5% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +2 Resistance +7% nature Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Hettisayon the Greenminister [power 51] (12/21 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Con offense ------ Ignore resists +5% nature +20% physical defense ------ Defense +5 (+1 eff.) Unlife -20.00 life other ------- Stamina/turn +2.00 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 21 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +11 (+4 eff.) Ignore Armor +8 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. 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 159% 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. Rings make your fingers look great! |
| On fingers | savior's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +11 (+5 eff.) Confus Resist +20% Rings make your fingers look great! |
| Around neck | warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | steel dagger 'Blacktrial' (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag +1 Wil +3 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 13% other ------- Light +3 Sharp, short and deadly. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | plaguebringer's iron dagger of massacre (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 1 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 15 While equipped: defense ------ Disease Resist +12% Sharp, short and deadly. |
| Cloak | Samorand (12 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% arcane On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 15 defense ------ Defense +12 (+4 eff.) Resistance +6% darkness Physical save +6 (+3 eff.) Healmod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 21 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.60 to 97.81 lightning damage (65.21 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 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. |
rough leather cap 'Modas' (0 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Con offense ------ Ignore resists +5% arcane defense ------ Armor +5 Fatigue +1% Resistance +2% physical +8% cold other ------- Breathe water A cap made of leather. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Porawe the Scorchburst (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +1 Cun offense ------ Ignore resists +10% fire defense ------ Fatigue -5% other ------- Infravision +1 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lunnie the Shalore Shadowblade level 10
3rd Dusk 122nd year of Ascendancy at 17:11 see stats
Log
Lunnie receives 132 healing from Infusion: Healing.
Lunnie uses Feint.
Zarro the shalore is pinned to the ground.
Zarro the shalore is dazed!
Zarro the shalore casts Timeless.
Zarro the shalore is no longer pinned.
Zarro the shalore is not dazed anymore.
Zarro the shalore uses Steady Shot.
Lunnie reacts to an attack from Zarro the shalore's Steady Shot, mitigating the blow!.
Lunnie starts to bleed.
Zarro the shalore's Steady Shot hits Lunnie for (26 reacted , -3 stam), 163 physical (163 total damage).
Lunnie uses Expose Weakness.
Zarro the shalore repels an attack from Lunnie.
Zarro the shalore's armor corrodes!
Zarro the shalore is weakened by the darkness!
Lunnie casts Epidemic.
Zarro the shalore is afflicted by an epidemic!
Lunnie is focusing on penetrating defenses.
Lunnie hits Zarro the shalore for 21 physical, 6 blight, 7 nature, 16 light, 15 darkness (66 total damage).
Talent Dual Strike is ready to use.
Bleeding from Zarro the shalore hits Lunnie for 20 physical damage.
Zarro the shalore's Intuitive Shots hits Lunnie for (10 parried), 38 physical (38 total damage).
Epidemic from Lunnie hits Zarro the shalore for 16 blight damage.
Zarro the shalore uses Headshot.
Zarro the shalore's Headshot performs a ranged critical strike against Lunnie!
Lunnie reacts to an attack from Zarro the shalore's Headshot, mitigating the blow!.
Zarro the shalore's Headshot hits Lunnie for (47 reacted , -3 stam), 294 physical (294 total damage).
Lunnie the level 15 shalore shadowblade was bled to death by Zarro the shalore on level 1 of Ambush!.




































































