
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! 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. Mage Knight 1.7.0Adds 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. Inferno Race Pack 1.4.0Adds a collection of my races. 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. 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. Ignore Race/Class Locks 1.7.0Modifies 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: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Bloodruned |
Class | Sea Knight |
Level / Exp | 50 / 283253% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 64 (base 60) |
Magic | 18 (base 14) |
Willpower | 50 (base 50) |
Cunning | 50 (base 50) |
Resources
Life | 1345/1345 |
Essence | 81/100 |
Flow | 1103/1103 |
Healing Factor | 1.2946982526912 |
Regeneration | 17.154751848159 |
Speed
Mental | +25% |
Attack | +24% |
Movement | 0% |
Spell | +24% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 1 |
Offense: Barehand
Damage | 22 |
Accuracy | 29 |
Crit Chance | 17% |
APR | 1 |
Speed | 0.80 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 17% |
Speed | 0.80645161290323 |
Cooldown Reduction | 24 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 17% |
Speed | 0.80645161290323 |
Offense: Damage Bonus
Cold | +14% |
Nature | +14% |
Offense: Damage Penetration
Cold | +72% |
Nature | +72% |
Defense: Base
Armour (hardiness) | 1 (38%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 44 |
Mental Save | 48 |
Defense: Resistances
Blight | -3%( 58%) |
Nature | + 75%( 98%) |
Cold | + 75%( 98%) |
All | + 11%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 72% |
Bleed Resistance | 72% |
Inscriptions (0/3)
Class Talents
Spell / Wizard Knight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Riptide | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enchanted Waters | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / One With the Sea | 1.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Bloodruned | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Flexible Combat Training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat Casting | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Effects
talent | Eldritch Combat |
beneficial effect | Character is able to move as a free action 0 times per turn, with each movement consuming one turn of duration, plus 6 times over the course of the effect with no cost in duration; higher or lower movement speed proportionately modifies the reduction per move. Free Movement |
beneficial effect | The target is surrounded by a magical shield, absorbing 129/59 damage before it crumbles. Damage Shield |
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 destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | active |
Equipment
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 90% Range: 1.1x Uses stats: 0% Str, 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 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 | ![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
Achievements
By Sheila the Bloodruned Sea Knight level 10
16th Voratun 122nd year of Ascendancy at 11:26 see stats
By Sheila the Bloodruned Sea Knight level 20
16th Voratun 122nd year of Ascendancy at 11:26 see stats
By Sheila the Bloodruned Sea Knight level 30
16th Voratun 122nd year of Ascendancy at 11:26 see stats
By Sheila the Bloodruned Sea Knight level 40
16th Voratun 122nd year of Ascendancy at 11:26 see stats
By Sheila the Bloodruned Sea Knight level 50
16th Voratun 122nd year of Ascendancy at 11:26 see stats
Log
Sheila receives 58 healing.
Planar Controller uses Block.
Eroded from Sheila hits Planar Controller for 66 nature, 62 cold (128 total damage).
Talent Erosion Burst is ready to use.
Talent Erosion Wave is ready to use.
Sheila casts Erosion Wave.
Sheila casts Erosion Burst.
Planar Controller is recovering from the damage!
Planar Controller hits Sheila for (1 withstood), (21 absorbed), 0 physical (0 total damage).
Eroded from Sheila hits Planar Controller for (59 blocked), 20 nature, (59 blocked), 16 cold (36 total damage).
Talent Erosion Bolt is ready to use.
Talent Erosion Blast is ready to use.
Sheila casts Erosion Bolt.
Sheila's spell attains critical power!
Sheila casts Erosion Blast.
Sheila's spell attains critical power!
Sheila receives 91 healing.
Eroded from Sheila hits Planar Controller for 100 nature, 96 cold (196 total damage).
Talent Erosion Burst is ready to use.
Sheila receives 8 healing.
Quest 'Ashes in the Wind' status updated! (Press 'j' to see the quest log)
Eroded from Sheila hits Planar Controller for 101 nature, 96 cold (196 total damage).
Eroded from Sheila killed Planar Controller!
Talent Erosion Bolt is ready to use.
Talent Erosion Blast is ready to use.
Talent Erosion Wave is ready to use.