









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.7.4Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Embers of Rage 1.7.4Official 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Items Vault 1.7.0Donators/Buyers bonus! Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. 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. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Forbidden Cults 1.7.4Official 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 | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Summoner |
Level / Exp | 11 / 9% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 8 on the 4th Mirth 122nd year of Ascendancy at 20:45 0 / 5Killed by Subject Z at level 9 on the 6th Mirth 122nd year of Ascendancy at 09:16 Killed by skeleton warrior at level 10 on the 6th Mirth 122nd year of Ascendancy at 22:17 Killed by skeleton warrior at level 10 on the 7th Mirth 122nd year of Ascendancy at 05:11 Killed by Ce'Netta the armoured skeleton warrior at level 11 on the 7th Mirth 122nd year of Ascendancy at 23:20 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 16 (base 18) |
Constitution | 10 (base 13) |
Magic | 10 (base 10) |
Willpower | 46 (base 34) |
Cunning | 20 (base 14) |
Resources
Life | -10/178 |
Equilibrium | 53 |
Healing Factor | 1.0000003099961 |
Regeneration | 0.25000007749904 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 21.388114253578 |
Offense: Mainhand
Damage | 27 |
Accuracy | 30 |
Crit Chance | 6% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 30 |
Crit Chance | 6% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Fire | +5% |
Mind | +11% |
Defense: Base
Armour (hardiness) | 4 (35.65183292883%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 22 |
Mental Save | 24 |
Defense: Resistances
Mind | + 11%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
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
Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
Light source | ![]() 2.0 Encumbrance T1 lite [Normal] 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: offense ------ Damage +11% mind defense ------ Defense +1 (+1 eff.) Resistance +11% mind A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Mind save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+2 eff.) defense ------ Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 21/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 44.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
In off hand | ![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+4 eff.) Physical save +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 light Damage +3% light defense ------ Armor +1 Resistance +5% light 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. |
![]() 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown 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. |
![]() 2.0 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. |
![]() 3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] 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 Izrvilly the Yeek Summoner level 10
6th Mirth 122nd year of Ascendancy at 10:24 see stats
Log
Dissolved Face from Ce'Netta the armoured skeleton warrior hits Izrvilly for 23 darkness damage.
Thorn Grab from Izrvilly hits Ce'Netta the armoured skeleton warrior for 7 nature damage.
3-headed hydra misses Ce'Netta the armoured skeleton warrior.
Your summoned turtle disappears.
Dissolved Face from Ce'Netta the armoured skeleton warrior hits 3-headed hydra for 28 darkness damage.
Talent Turtle is ready to use.
Dissolved Face from Ce'Netta the armoured skeleton warrior hits Izrvilly for 20 darkness damage.
Ce'Netta the armoured skeleton warrior casts Diseased Tongue.
3-headed hydra is afflicted by a rotting disease!
Ce'Netta the armoured skeleton warrior hits 3-headed hydra for 58 darkness, 3 acid, 3 cold, 4 fire, 4 lightning (72 total damage).
Thorn Grab from Izrvilly hits Ce'Netta the armoured skeleton warrior for 7 nature damage.
Izrvilly uses Leaves Tide.
Izrvilly's mind surges with critical power!
Your summoned 3-headed hydra disappears.
Dissolved Face from Ce'Netta the armoured skeleton warrior hits Izrvilly for 18 darkness damage.
Izrvilly is protected by a layer of thick leaves.
Ce'Netta the armoured skeleton warrior uses Steamgun Turret.
Izrvilly activates Master Summoner.
Izrvilly is no longer covered in gore.
Steamgun turret's Steamgun Turret hits Izrvilly for 0 physical damage.
You fail to use Rimebark due to your equilibrium!
Izrvilly feels pain again.
Ce'Netta the armoured skeleton warrior uses Shield Pummel.
Izrvilly is stunned!
Ce'Netta the armoured skeleton warrior hits Izrvilly for 22 physical, 7 acid, 3 cold, 6 fire, 0 lightning, 46 physical (83 total damage).
Izrvilly the level 11 yeek summoner was minced to death by Ce'Netta the armoured skeleton warrior on level 3 of Ruined halfling complex.