Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Ghost Race 1.1.5Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! Infinite500 v2.1: Revised high level play for ToME 1.1.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Beholder |
| Class | Mage Eye |
| Level / Exp | 15 / 9% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 31 (base 21) |
| Dexterity | 25 (base 23) |
| Constitution | 35 (base 30) |
| Magic | 53 (base 41) |
| Willpower | 50 (base 35) |
| Cunning | 30 (base 26) |
Resources
| Mana | 426/426 |
| Psi | 140/140 |
| Life | 419/419 |
| Positive | 12/92 |
| Stamina | 242/242 |
| Healing Factor | 1 |
| Regeneration | 1.55 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 24 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +34% |
| Light | +7% |
| Blight | +14% |
| Mind | +12% |
| Cold | +12% |
| All | +2% |
Defense: Base
| Armour (hardiness) | 18 (60%) |
| Defense | 21.225 |
| Ranged Defense | 21.225 |
| Fatigue | 0 |
| Physical Save | 22.25 |
| Spell Save | 28.725 |
| Mental Save | 31.7 |
Defense: Resistances
| Lightning | + 34%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 6%( 70%) |
| Blight | + 12%( 70%) |
| Fire | + 15%( 70%) |
| Cold | + 43%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 810% over 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Fire-eye | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Frost-eye | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Lightning-eye | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Central-eye | 0.70 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Beholder | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 0.80 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Tentacle-combat | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Cloak of Deception |
| talent | Use Tentacles |
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 |
Your colony has sent you on a mission to investigate a recently detected burst of magical energy in this area of space. Crash LandingYou unfortunately have crash landed on this planet and need to regain your powers by draining magical items. Current growth points: 18.00. Needed for next level: 20. Current form bonuses: +3 life rating(retroactive), +30% armor hardiness, +9 armor, +60% blindness resistance, +150 max air, +30% movement speed. +1 class points. Tribeam tree available. | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by rattlesnake. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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: * You've found the needed red crystal shard. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Command (ametrine) Ring of Command (ametrine)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Changes stats: +1 Wil / +1 Mag Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% It can be used to Socket Gem, costing 25 power out of 25/25. Using the remains of your escape pod, you fashioned this simple band. A gem could be placed within to enhance its properties. |
| On fingers | rogue's copper ring of frost (+20%) rogue's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
| On fingers | psionicist's copper ring of blight (+12%) psionicist's copper ring of blight (+12%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% blight Changes damage: +12% blight Mental save: +4 Rings can have magical properties. |
| On fingers | warrior's steel ring of lightning (+24%) warrior's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
| On fingers | Beohek the gold ring Beohek the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Damage when the wearer hits(melee): 4 arcane Mental save: +10 Rings can have magical properties. |
| On fingers | gladiator's gold ring of perseverance gladiator's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 Changes stats: +6 Str / +5 Con Stun/Freeze immunity: +25% Life regen: +1.30 Rings can have magical properties. |
| Around neck | serendipitous gold amulet of the fish serendipitous gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 Defense: +9 Changes stats: +8 Lck Changes resistances: +13% cold Allows you to breathe in: water Amulets can have magical properties. |
| In main hand | yew magestaff 'Xeronn' (20-24 power, 4 apr, lightning damage) yew magestaff 'Xeronn' (20-24 power, 4 apr, lightning damage)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +10% Demon When wielded/worn: Physical crit. chance: +7.0% Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +19 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| Light source | scorching brass lantern of the sun scorching brass lantern of the sunPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Changes resistances: +6% darkness / +5% fire Changes damage: +5% light Damage affinity(heal): +5% light Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 39.98 light damage within radius 3. The damage done will increase with your Spellpower. 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 | linen wizard hat of the mind (+10%) (1 def, 0 armour) linen wizard hat of the mind (+10%) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +10% mind Changes damage: +10% mind A pointy cloth hat, very wizardly... |
Inventory
insulating steel amulet insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% fire / +10% cold Amulets can have magical properties. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Scrying Orb 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 328/400. 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 Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
shadowy ash wand of trap destruction [power 39] (15 cooldown) shadowy ash wand of trap destruction [power 39] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm traps in a line (disarm power 39), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Alvar the Beholder Mage Eye level 10
15th Dusk 122nd year of Ascendancy at 08:37 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Alvar the Beholder Mage Eye level 7
10th Flare 122nd year of Ascendancy at 07:25 see stats
The Arena
Unlocked Arena mode.By Alvar the Beholder Mage Eye level 6
3rd Summertide 122nd year of Ascendancy at 02:46 see stats
The secret city
Discovered the truth about mages.By Alvar the Beholder Mage Eye level 9
10th Dusk 122nd year of Ascendancy at 08:34 see stats
Log
You gain 0.49 gold from the transmogrification of barbed quiver of elm arrows (8/9, 12-16.8 power, 5 apr).
You gain 3.98 gold from the transmogrification of cured leather armour of Toknor (2 def, 4 armour).
You gain 2.80 gold from the transmogrification of cleansing rough leather armour of Eyal (1 def, 2 armour).
You gain 1.37 gold from the transmogrification of cleansing cured leather armour of stability (2 def, 4 armour).
You gain 3.60 gold from the transmogrification of shimmering ash vilestaff of warding (15-18 power, 3 apr, fire damage).
You gain 3.87 gold from the transmogrification of penetrating rough leather sling of power.
You gain 2.46 gold from the transmogrification of steady ash longbow of acid.
You gain 5.96 gold from the transmogrification of elemental steel dagger of ruin (11-14.3 power, 6 apr).
You gain 3.60 gold from the transmogrification of blazebringer's steel dagger of massacre (15.5-20.15 power, 6 apr).
You gain 3.82 gold from the transmogrification of flaming steel battleaxe of rage (22.5-33.75 power, 2 apr).
You gain 0.53 gold from the transmogrification of manasurge rune (654% regen over 10 turns; 33 instant mana).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Talent Absorb Magic is ready to use.
Today is the 30th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Ran for 4 turns (stop reason: hostile spotted to the northeast (adventurers party)).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Ran for 1 turns (stop reason: didn't move).
Saving done.
Saving game...
Saving done.
