









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. EHP - Total Life Pool Bar 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 9 / 48% |
Size | medium |
Lifes / Deaths | Killed by skeleton warrior at level 9 on the 5th Flare 122nd year of Ascendancy at 12:44 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 40 (base 33) |
Willpower | 25 (base 22) |
Cunning | 12 (base 11) |
Resources
Life | -3/140 |
Mana | 56/231 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 13 |
Accuracy | 5 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +31% |
Acid | +6% |
Arcane | +6% |
Cold | +17% |
Fire | +9% |
Offense: Damage Penetration
Lightning | +10% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 28 |
Mental Save | 12 |
Defense: Resistances
Cold | + 22%( 70%) |
Fire | + 20%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 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: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
Equipment
Tool | ![]() T1Ego totem /charm (2.0 Encumbrance) Nature Power Keywords: stinging Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On hands | ![]() T1Ego hands /armor (1.0 Encumbrance) Nature Power Keywords: cinder While equipped: offense ------ Damage Change +3% fire On-Hit 6 fire defense ------ Armor +1 Resistance +5% fire 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. |
Around waist | ![]() T1Ego belt /armor (1.0 Encumbrance) Psionic Power Keywords: transcend While equipped: offense ------ Mindpower +3 (+2 eff.) defense ------ Physical save +6 (+4 eff.) A belt that goes around your waist. |
Main armor | ![]() T1Ego cloth /armor (2.0 Encumbrance) Arcane Power Keywords: spellwoven While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) defense ------ Resistance +7% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On head | ![]() T1Rare head /armor (2.0 Encumbrance) Nature Power Keywords: frost While equipped: offense ------ Damage Change +15% lightning +11% cold Ignore resists +10% lightning When Hit 2 acid defense ------ Defense +1 (+1 eff.) Resistance +16% cold A pointy cloth hat, very wizardly... |
Light source | ![]() T2Unique lite (1.0 Encumbrance) Arcane Power While equipped: offense ------ Damage Change +6% acid +6% cold +6% fire +6% arcane +6% lightning Spell Crit +5% other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 17/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 21.93 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Cloak | ![]() T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: enveloping While equipped: defense ------ Defense +12 (+9 eff.) Resistance +9% fire Physical save +5 (+4 eff.) Immune +20% Stun +10% Knockbk A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() T1Normal staff 2H /weapon (5.0 Encumbrance) When used to attack: Power: 100% Range: 1.2x Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% lightning Spell Crit +1% Spellpower +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() T1Ego rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Range: 4 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() T2Ego ring /jewelry (0.1 Encumbrance) Nature Power Keywords: frost While equipped: offense ------ Damage Change +10% cold defense ------ Resistance +20% cold Rings make your fingers look great! |
![]() T2Rare dagger 1H /weapon (1.0 Encumbrance) Psionic Power Requires: - Dexterity 16 Keywords: amnesia When used to attack: Power: 102% Range: 1.3x Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3Dex +2Mag +2Cun offense ------ When Hit 2 darkness Sharp, short and deadly. |
![]() T1Unique mindstar 1H /weapon (3.0 Encumbrance) Nature Power When used to attack: Power: 92% Range: 1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Damage Change +10% nature Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Resistance +10% nature Immune +50% Poison Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 103.90 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() T1Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: shimmering When used to attack: Power: 100% Range: 1.2x Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% darkness Spell Crit +1% Spellpower +3 (+2 eff.) other ------- Resource +0.11 Mana/turn +36.00 Max mana Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() T1Ego waraxe 1H /weapon (3.0 Encumbrance) Masterpiece Requires: - Strength 11 Keywords: balanced When used to attack: Power: 104% Range: 1.4x Uses 100% Str Acc+ +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +6 (+6 eff.) Immune +21% Disarm One-handed war axes. |
![]() T1Normal cloth /armor (2.0 Encumbrance) While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() T1Ego hands /armor (1.5 Encumbrance) Nature Power Requires: - Heavy armour training Keywords: storm While equipped: offense ------ Damage Change +4% lightning On-Hit 6 lightning defense ------ Armor +1 Resistance +6% lightning other ------- Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() T1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() T1Unique digger /tool (3.0 Encumbrance) Unknown Power While equipped: offense ------ Damage Change +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() T1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() T1Normal lite (2.0 Encumbrance) 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. |
![]() Quest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
![]() Quest rod /charm (2.0 Encumbrance) Unknown Power 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. |
![]() Quest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
![]() T1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() T1Normal yellow /gem (0.0 Encumbrance) 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. |
![]() T1Normal yellow /gem (0.0 Encumbrance) 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 Mieri the Shalore Archmage level 2
75th Pyre 122nd year of Ascendancy at 04:53 see stats
Log
Bane of Blindness from Layawen the rogue hits Mieri for 8 darkness damage.
Mieri receives 35 healing from Temporal Restoration Field.
Bane of Blindness from Layawen the rogue hits Mieri for 8 darkness damage.
Mieri receives 35 healing from Temporal Restoration Field.
Something hits Mieri for 32 blight damage.
Talent Lightning is ready to use.
Bane of Blindness from Layawen the rogue hits Mieri for 8 darkness damage.
Mieri receives 35 healing from Temporal Restoration Field.
Mieri casts Manathrust.
Something hits Mieri for 8 fire damage.
Mieri is stunned!
Something hits Mieri for 40 physical damage.
Mieri stops surging mana.
Bane of Blindness from Layawen the rogue hits Mieri for 8 darkness damage.
Mieri receives 35 healing from Temporal Restoration Field.
Something hits Mieri for 28 physical damage.
Erupting Shadows hits Mieri for 9 darkness damage.
Something hits Mieri for 42 darkness damage.
The fabric of time around Mieri returns to normal.
Talent Arcane Reconstruction is ready to use.
Talent Command Staff is ready to use.
Talent Dig is ready to use.
Talent Congeal Time is ready to use.
Bane of Blindness from Layawen the rogue hits Mieri for 8 darkness damage.
Something hits Mieri for 20 physical damage.
Mieri the level 9 shalore archmage was swiped to death by a skeleton warrior on level 1 of The Maze.