










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.6.0Donators/Buyers bonus! 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. Ashes of Urh'Rok 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. A Few Bug Fixes 1.5.10Fixed a few bugs(benificial bugs not included) that I can remember right now.
Embers of Rage 1.6.0Official 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: Forbidden Cults 1.6.0Official 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 | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Anorithil |
Level / Exp | 11 / 49% |
Size | small |
Lifes / Deaths | Killed by Zubiwyn the copperhead snake at level 6 on the 2nd Dusk 122nd year of Ascendancy at 05:39 0 / 5Killed by Eluwen the black bear at level 9 on the 18th Dusk 122nd year of Ascendancy at 03:14 Killed by medic turret at level 9 on the 18th Dusk 122nd year of Ascendancy at 13:28 Killed by thought-forged bowman at level 9 on the 18th Dusk 122nd year of Ascendancy at 14:06 Killed by Emeliriwe the netherworm mass at level 11 on the 27th Dusk 122nd year of Ascendancy at 16:30 |
Primary Stats
Strength | 22 (base 16) |
Dexterity | 18 (base 10) |
Constitution | 14 (base 10) |
Magic | 33 (base 33) |
Willpower | 17 (base 10) |
Cunning | 28 (base 23) |
Resources
Life | -34/318 |
Mana | 0/195 |
Negative | 14/30 |
Positive | 18/50 |
Healing Factor | 1.0326086956522 |
Regeneration | 4.3885869565217 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.963900100654% |
Spell | +7.1831888798484% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
Offense: Mainhand
Damage | 20 |
Accuracy | 27 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 27% |
Speed | 0.93298213129392 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +3% |
Mind | +9% |
Nature | +3% |
Physical | +12% |
Cold | +13% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 28 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 5 |
Physical Save | 22 |
Spell Save | 31 |
Mental Save | 19 |
Defense: Resistances
Acid | + 22%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Darkness | + 30%( 70%) |
Light | + 34%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 1%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 26%( 70%) |
Mind | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Disarm Resistance | 20% |
Knockback Resistance | 62% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 514% 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. Its effects scale with your Magic stat. |
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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 158 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Corona |
talent | Jumpgate |
talent | Hymn of Shadows |
talent | Chant of Resistance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
detrimental effect | Fatigue from poor sleep, dealing 17.90 mind damage per turn. Restless Night |
beneficial effect | The target is wide awake and has 60% resistance to sleep effects. Insomnia |
beneficial effect | The target's light, darkness, and fire resistance has been increased by 20%. Solar Infusion |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 7 defense. Evasion |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +20 (+9 eff.) Armour: +4 Fatigue: +2% Changes stats: +1 Cun Changes resistances: +1% physical Changes damage: +3% mind / +12% physical Only die when reaching: -20.00 life Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light / 4 darkness Changes resistances: +12% lightning Changes resistances penetration: +5% lightning Changes damage: +3% light Light radius: +6 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 blight Changes stats: +3 Str / +7 Wil Critical mult.: +5.00% Spell crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +5 (+2 eff.) Changes resistances penetration: +5% physical Changes damage: +3% nature Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +9% temporal / +3% light / +5% arcane Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Maximum wards: +3 cold Changes damage: +10% cold Talents granted: +1 Command Staff +2 Ward Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes damage: +3% cold Mental save: +3 (+2 eff.) Silence immunity: +20% Life regen: +4.00 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. |
Main armor | ![]() Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+3 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +3 Con Changes resistances: +7% arcane / +16% acid Critical mult.: +12.00% Reduces incoming crit damage: 5.00% Spell save: +13 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +3 Dex / +1 Cun Critical mult.: +10.00% Physical save: +12 (+6 eff.) Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +6% mind / +11% light Changes damage: +3% darkness / +6% mind Blindness immunity: +21% Amulets can have magical properties. |
Inventory
![]() Chillkin (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str Changes resistances: +6% light / +3% cold Changes damage: +6% nature / +3% cold A cap made of leather. |
![]() Betholeba the Lightviper (20 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +20 (+10 eff.) Fatigue: +5% Changes stats: +3 Dex Changes resistances: +3% lightning Changes damage: +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() brass lantern 'Velobrevea' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 40% * 10% chance to reduce all saves and defense by 15 Changes resistances: +15% lightning / +6% darkness / +3% nature Mental save: +5 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +5 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Achievements
By Ryol the Halfling Anorithil level 10
19th Dusk 122nd year of Ascendancy at 17:39 see stats
Log
Ryol's light area effect hits Thought-forged warrior for 22 light damage.
Ryol's light area effect hits Emeliriwe the netherworm mass for 8 to psi, 9 light (17 total damage).
Talent Moonlight Ray is ready to use.
Emeliriwe the netherworm mass leeches life from Ryol!
Emeliriwe the netherworm mass receives 4 healing (5 psi heal) from Ryol.
Restless Night from Emeliriwe the netherworm mass hits Ryol for 8 mind damage.
Emeliriwe the netherworm mass converts some damage to Psi!
Ryol's Corona hits Emeliriwe the netherworm mass for 7 to psi, 7 light (14 total damage).
Ryol evades Thought-forged warrior.
Thought-forged warrior receives 7 healing.
Emeliriwe the netherworm mass receives 3 healing (5 psi heal).
Ryol activates his iron torque of mindblast!
Emeliriwe the netherworm mass resists the effect 'Silenced'!
Emeliriwe the netherworm mass converts some damage to Psi!
Ryol hits Emeliriwe the netherworm mass for 20 to psi, 21 mind (41 total damage).
Emeliriwe the netherworm mass converts some damage to Psi!
Ryol's light area effect hits Thought-forged warrior for 22 light damage.
Ryol's light area effect hits Emeliriwe the netherworm mass for 8 to psi, 9 light (17 total damage).
Ryol is no longer evading attacks.
Emeliriwe the netherworm mass leeches life from Ryol!
Emeliriwe the netherworm mass receives 4 healing (5 psi heal) from Ryol.
Restless Night from Emeliriwe the netherworm mass hits Ryol for 8 mind damage.
Thought-forged warrior receives 7 healing.
Thought-forged warrior hits Ryol for 42 physical damage.
Emeliriwe the netherworm mass receives 3 healing (5 psi heal).
Melee retaliation hits Thought-forged warrior for 2 blight, 10 darkness, 6 light (18 total damage).
Emeliriwe the netherworm mass uses Mind Sear.
Ryol tries to evade attacks.
Saving game...