Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 1 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 8 (base 10) |
Constitution | 13 (base 10) |
Magic | 12 (base 14) |
Willpower | 16 (base 13) |
Cunning | 10 (base 10) |
Resources
Life | 122/122 |
Mana | 130/130 |
Equilibrium | 0 |
Healing Factor | 1.0245901639344 |
Regeneration | 0.25614754098361 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 16 |
Accuracy | 12 |
Crit Chance | 2% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 7 |
Accuracy | 12 |
Crit Chance | 2% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 14.413408721348 (66.666666666667%) |
Defense | 9 |
Ranged Defense | 17 |
Fatigue | 24 |
Physical Save | 10 |
Spell Save | 9 |
Mental Save | 9 |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | active |
Equipment
Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
In off hand | iron shield (4 def, 2 armour, 8-9.6 power, 17 block) iron shield (4 def, 2 armour, 8-9.6 power, 17 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +17 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+3 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
In main hand | iron shield (4 def, 2 armour, 8.5-10.2 power, 18.5 block) iron shield (4 def, 2 armour, 8.5-10.2 power, 18.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+3 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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. |
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 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
Log
Character control switched to player.
Accepted quest 'Reknor is lost!'! (Press 'j' to see the quest log)
Showing small healthbars and tactical borders.
Saving done.