












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
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 1.7.4Official 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:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. 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:
Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 6 / 15% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 184 (base 29) |
Dexterity | 29 (base 29) |
Constitution | 184 (base 29) |
Magic | 34 (base 29) |
Willpower | 29 (base 29) |
Cunning | 29 (base 29) |
Resources
Steam | 100/100 |
Mana | 110/175 |
Negative | 45/45 |
Hate | 75/100 |
Life | -28/495 |
Positive | 45/45 |
Stamina | 115/132 |
Soul | 32/49 |
Healing Factor | 2.408607025394 |
Regeneration | 206.90201301316 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +147.92130946248% |
Spell | +53.703074367874% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 29 |
See Stealth | 126.84085662937 |
See Invisible | 126.84085662937 |
Offense: Mainhand
Damage | 303 |
Accuracy | 76 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 100% |
Speed | 0.65060507352416 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Darkness | +64% |
Defense: Base
Armour (hardiness) | 71 (100%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 100 |
Spell Save | 21 |
Mental Save | 20 |
Defense: Resistances
Physical | + 70%( 70%) |
Light | + 70%( 70%) |
All | +140%( 70%) |
Defense: Immunities
Pinning Resistance | 89% |
Confusion Resistance | 100% |
Fear Resistance | 86% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 86% |
Inscriptions (3/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. |
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
Spell / Glacial waste | 15.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 16.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 15.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 15.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 15.70 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 15.70 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 15.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 15.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 16.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 15.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 15.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 15.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 15.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 15.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 5.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 14.90 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Conditioning | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 15.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 15.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 14.90 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 15.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 14.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hymn of Shadows |
talent | Shadow Combat |
talent | Arcane Combat |
talent | Gloom |
talent | Chant of Fortress |
talent | Hiemal Shield |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 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
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +5 Physical save: +5 (+0 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
On hands | ![]() Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% 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. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower) Activation costs 2 power out of 1/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Inventory
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 2 power out of 9/9) : Effective talent level: 2.6 Power cost: 2 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 184.83 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mar the Cornac Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:46 see stats
Log
Learnt new tinker schematic: Waterproof Coating
EUREKA!
Learnt new tinker schematic: Brain Flare
Accepted quest 'From Death, Life'! (Press 'j' to see the quest log)
EUREKA!
Learnt new tinker schematic: Saw Projector
EUREKA!
Learnt new tinker schematic: Fatal Attractor
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (wolf)).