





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Select your Escorts 1.5.0Allows 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. Mage Knight 1.5.5Adds 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. ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.5.0Official 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:
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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 19 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 52 (base 42) |
| Dexterity | 15 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 24 (base 24) |
| Willpower | 10 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | 385/385 |
| Hate | 100/100 |
| Vim | 102/102 |
| Healing Factor | 0.55614973262032 |
| Regeneration | 0.55614973262032 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 17 |
| See Stealth | 5 |
| See Invisible | 37 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 49 |
| Crit Chance | 17% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 49 |
| Crit Chance | 11% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | -57% |
| Physical | -48% |
| All | -60% |
Offense: Damage Penetration
| Blight | +15% |
Defense: Base
| Armour (hardiness) | 19.5 (43.636363636364%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 12 |
| Physical Save | 37 |
| Spell Save | 27 |
| Mental Save | 15 |
Defense: Resistances
| Nature | + 24%(100%) |
| Lightning | + 29%(100%) |
| Acid | +100%(100%) |
| Cold | + 28%(100%) |
| Blight | +100%(100%) |
| Arcane | + 24%(100%) |
| Fire | -16%(100%) |
| All | + 19%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 20% |
| Confusion Resistance | 23% |
| Blind Resistance | 100% |
Inscriptions (1/2)
| 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 60 life over 5 turns. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
| beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
Quests
Equipment
| Tool | Blastroar (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun dps ---------- Dmg.mod +3% lightning Res.pen +15% blight Acc +4 (+1 eff.) Melee Ret 16 blight On Hit (Melee): * 20% chance to disease ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
| On fingers | warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+8 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+5 eff.) Confus- +23% Rings can have magical properties. |
| On fingers | marksman's copper ring of arcana(+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
| Around waist | insulating hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Resists +7% fire +11% cold Create a temporary shield that absorbs 188 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| Main armor | Emulaith (2 def, 4 armour)14.0 T1 heavy armor [Rare] Arcane While equipped: Stats +6 Str +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Dmg.mod +12% physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% arcane Phys.save +20 (+8 eff.) Spell.save +13 (+6 eff.) A suit of armour made of mail. |
| In off hand | Gisessra (28.5-39.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master Power 28.5 - 39.9 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% On Hit (Melee): * Slows global speed by 15% * 15% chance to corrode armour by 30% ----- def ----- Resists +6% nature Spell.save +6 (+3 eff.) One-handed war axes. |
| In main hand | Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+4 eff.) Battle Call: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Inventory
copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings can have magical properties. |
savior's copper ring of time (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +10% temporal Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+6 eff.) Rings can have magical properties. |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +5% nature +6% blight Poison- +12% Disease- +11% Rings can have magical properties. |
steel longsword 'Chalerek' (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 blight +7 light +5 acid Against +11% Undead On Hit: * 5% chance to disease On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +3% acid Acc +4 (+1 eff.) ----- def ----- Armour +4 Sharp, long, and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+10 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
cured leather armour of Eyal (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Max.HP +40.00 HP.reg +1.20 Heal.mod +10% A suit of armour made of leather. |
Achievements
Log
HellEvoker picks up (f.): Siludheba the steel greatsword (23.5-37.6 power, 2 apr).
Worm that walks (servant of HellEvoker) casts Rend.
Worm that walks (servant of HellEvoker) performs a melee critical strike against Devourer!
Worm that walks (servant of HellEvoker) hits Devourer for 78 physical damage.
Worm that walks (servant of HellEvoker) killed Devourer!
Talent Rune: Reflection Shield is ready to use.
Talent Lash Out is ready to use.
Talent Tendrils Eruption is ready to use.
The shield around worm that walks (servant of HellEvoker) crumbles.
Talent Decayed Devourers is ready to use.
Resting starts...
Talent Foul Convergence is ready to use.
Rested for 29 turns (stop reason: all resources and life at maximum).
Character control switched to worm that walks (servant of HellEvoker).
Worm that walks (servant of HellEvoker) deactivates Infestation.
Worm that walks (servant of HellEvoker) activates Infestation.
Worm that walks (servant of HellEvoker) deactivates Worm that Walks Link.
Worm that walks (servant of HellEvoker) activates Worm that Walks Link.
Worm that walks (servant of HellEvoker) deactivates Ruin.
Worm that walks (servant of HellEvoker) activates Ruin.
HellEvoker deactivates Chant of Fortitude.
Worm that walks (servant of HellEvoker) deactivates Worm that Walks Link.
Worm that walks (servant of HellEvoker) deactivates Infestation.
Worm that walks (servant of HellEvoker) deactivates Ruin.






































