




Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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. Inferno Race Pack 1.4.0Adds a collection of my races. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Items Vault 1.6.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mage Knight 1.6.0Adds 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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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:
Select your Escorts 1.5.10Allows 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. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. 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 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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 | Insane Roguelike |
| Sex | Male |
| Race | Bloodruned |
| Class | Phoenix Knight |
| Level / Exp | 50 / 8606% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 60 (base 60) |
| Dexterity | 12 (base 10) |
| Constitution | 64 (base 60) |
| Magic | 18 (base 14) |
| Willpower | 12 (base 12) |
| Cunning | 50 (base 50) |
Resources
| Life | 1196/1480 |
| Essence | 73/84 |
| Healing Factor | 1.656017145109 |
| Regeneration | 26.07095107177 |
Speed
| Mental | 0% |
| Attack | +34.584572337916% |
| Movement | 0% |
| Spell | +34.584572337916% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 49 |
| Crit Chance | 33% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 29% |
| Speed | 0.74302721525109 |
| Cooldown Reduction | 34.584572337916 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 29% |
| Speed | 0.74302721525109 |
Offense: Damage Bonus
| Fire | +14% |
| Light | +14% |
Offense: Damage Penetration
| Fire | +69% |
| Light | +69% |
Defense: Base
| Armour (hardiness) | 14 (48%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 8 |
| Physical Save | 57 |
| Spell Save | 46 |
| Mental Save | 50 |
Defense: Resistances
| Cold | -12%( 55%) |
| Light | + 81%(105%) |
| Fire | + 81%(105%) |
| All | + 7%( 75%) |
Defense: Immunities
| Fear Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (0/3)
Class Talents
| Spell / Wizard Knight | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phoenix Fire | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phoenix Light | 1.60 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Ascendance | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Weapons Master | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Bloodruned | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Flexible Combat Training | 1.60 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Wild Magic | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat Casting | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Archmage Knight |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have to destroy the controlling crystal before leaving or the demons will be able to track you down. | active |
Equipment
| Main armor | iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
| Light source | brass lantern2.0 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. |
| On head | iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | iron battleaxe (14.5-21.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 14.5 - 21.8 Physical Uses 120% Mag, 8% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Inventory
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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sasha the Bloodruned Phoenix Knight level 10
16th Voratun 122nd year of Ascendancy at 11:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sasha the Bloodruned Phoenix Knight level 20
16th Voratun 122nd year of Ascendancy at 11:01 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sasha the Bloodruned Phoenix Knight level 30
16th Voratun 122nd year of Ascendancy at 11:01 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Sasha the Bloodruned Phoenix Knight level 40
16th Voratun 122nd year of Ascendancy at 11:01 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Sasha the Bloodruned Phoenix Knight level 50
16th Voratun 122nd year of Ascendancy at 11:01 see stats
Log
Welcome to level 46 [Sasha].
Sasha has 135 stat point(s), 54 class talent point(s), 37 generic talent point(s), 3 category point(s), 2 prodigies point(s) to spend. Press p to use them.
Welcome to level 47 [Sasha].
Sasha has 138 stat point(s), 55 class talent point(s), 38 generic talent point(s), 3 category point(s), 2 prodigies point(s) to spend. Press p to use them.
Welcome to level 48 [Sasha].
Sasha has 141 stat point(s), 56 class talent point(s), 39 generic talent point(s), 3 category point(s), 2 prodigies point(s) to spend. Press p to use them.
Welcome to level 49 [Sasha].
Sasha has 144 stat point(s), 57 class talent point(s), 40 generic talent point(s), 3 category point(s), 2 prodigies point(s) to spend. Press p to use them.
Most stores should have new stock now.
Welcome to level 50 [Sasha].
Sasha has 157 stat point(s), 62 class talent point(s), 43 generic talent point(s), 3 category point(s), 2 prodigies point(s) to spend. Press p to use them.
Personal New Achievement: Level 50 (Insane (Roguelike) difficulty)!
Sasha misses Mutilator.
Sasha hits Mutilator for 16 physical damage.
Sasha killed Mutilator!
Sasha is not dazed anymore.
Losgoroth's Void Blast hits Sasha for 10 arcane damage.
Sasha activates Archmage Knight.
Losgoroth casts Void Blast.
Sasha receives 9 healing.
Losgoroth's Void Blast hits Sasha for 9 arcane damage.
Talent Solar Bolt is ready to use.
Sasha casts Solar Bolt.
Sasha hits Losgoroth for 300 fire damage.
Sasha killed Losgoroth!
Sasha deactivates Archmage Knight.












