






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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!) Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.6.6This 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 Select your Escorts 1.6.0Allows 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. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 2 / 24% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 2 on the 75th Pyre 122nd year of Ascendancy at 10:11 / 1 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 20 (base 17) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 15 (base 12) |
Resources
| Life | -5/128 |
| Stamina | 103/103 |
| Healing Factor | 1.0082872928177 |
| Regeneration | 0.25207182320442 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 18.097534654637 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 27 |
| Crit Chance | 4% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 6 |
| Physical Save | 8 |
| Spell Save | 7 |
| Mental Save | 9 |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is poisoned, taking 13.44 nature damage per turn. Deadly Poison |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Quiver | [vs. quiver of elm arrows (21/21, 15.5-21.7 power, 5 apr) (Quiver, 1 of 2)]quiver of elm arrows (21/21, 15.5-21.7 power, 5 apr) 3.0 T1 arrow ammo Reqs Dex 11 [Normal] Power 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +5 (-) Crit +1.0% (-) Capacity 21 (-) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
| Main armor | [vs. rough leather armour (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Normal] While equipped: ----- def ----- Armour +2 (-) Defense +3 (+3 eff.) (-) Fatigue +6% (-) A suit of armour made of leather. |
| In main hand | [vs. elm longbow (In main hand, 1 of 2)]elm longbow 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Normal] Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% (-) Range +6 (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
Inventory
movement infusion (speed 421%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 421% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. elm longbow (In main hand, 1 of 2)]iron battleaxe (12-18 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Normal] Power 12.0 - 18.0(+12.0 - +18.0) Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% (-) Range +0 (-6) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]iron battleaxe (15-22.5 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Normal] Power 15.0 - 22.5(+15.0 - +22.5) Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% (-) Range +0 (-6) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]balanced iron greatsword (15-24 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Master Power 15.0 - 24.0(+15.0 - +24.0) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% (-) Range +0 (-6) While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]acidic iron waraxe (10.5-14.7 power, 2 apr) 3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane Power 10.5 - 14.7(+10.5 - +14.7) Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% (-) Range +0 (-6) On Crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]acidic iron waraxe of erosion (11-15.4 power, 2 apr) 3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane/Nature Power 11.0 - 15.4(+11.0 - +15.4) Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% (-) Range +0 (-6) Melee+ +5 nature On Crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]iron dagger (9.5-12.35 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Normal] Power 9.5 - 12.4(+9.5 - +12.4) Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% (-) Range +0 (-6) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Normal] While equipped: ----- def ----- Armour +4 (+2) Defense +2 (+2 eff.) (-1 (-1 eff.)) Fatigue +12% (+6%) A suit of armour made of mail. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]iron mail armour of lightning resistance (2 def, 4 armour) 14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 (+2) Defense +2 (+2 eff.) (-1 (-1 eff.)) Fatigue +12% (+6%) Resists +17% lightning A suit of armour made of mail. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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
Log
Cynric uses Infusion: Healing.
Cynric is no longer poisoned.
cynric receives 50 healing from Infusion: Healing.
Cynric uses Infusion: Regeneration.
Cynric starts regenerating health quickly.
Bandit misses cynric.
Bandit hits cynric for 10 physical damage.
Cynric stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Thief uses Infusion: Movement.
Thief is moving at extreme speed!
Thief slows down.
Thief hits cynric for 29 physical, 6 light, 14 physical (49 total damage).
Bandit uses Infusion: Healing.
Bandit receives 63 healing from Infusion: Healing.
Bandit hits cynric for 10 physical, 4 physical (15 total damage).
Cynric is poisoned!
Thief hits cynric for 25 physical, 6 light, 13 physical (44 total damage).
Deadly Poison from Thief hits cynric for 13 nature damage.
Deadly Poison from Thief hits cynric for 13 nature damage.
cynric the level 2 halfling archer was splurged to death by a thief on level 1 of Trollmire.
Cynric is no longer poisoned.




























































