





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
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.
Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Quick Drown NPCs AOE 1.5.10 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:
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. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 27 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 36 (base 34) |
| Dexterity | 17 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 46 (base 46) |
| Willpower | 10 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 468/468 |
| Hate | 100/100 |
| Vim | 134/134 |
| Healing Factor | 0.53260869565217 |
| Regeneration | 1.8108695652174 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 13 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 52 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 52 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | -42% |
| Nature | -49% |
| Acid | -49% |
| Blight | -37% |
| Arcane | -51% |
| Mind | -39% |
| All | -60% |
Defense: Base
| Armour (hardiness) | 22.36174050493 (81.694915254237%) |
| Defense | 21 |
| Ranged Defense | 26 |
| Fatigue | 20 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 37%(100%) |
| Lightning | + 24%(100%) |
| Acid | +100%(100%) |
| Cold | + 55%(100%) |
| Blight | +100%(100%) |
| Arcane | + 23%(100%) |
| Fire | -22%(100%) |
| All | + 19%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (2/2)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 3 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -216 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Ruin |
| talent | Worm that Walks Link |
| beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
Quests
Equipment
| Tool | Flowerwilter the elm totem of healing [power 82] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% cold Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life It can be used to heal a target within range 6 (based on Willpower) for 82, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
| On fingers | rogue's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
| On fingers | savior's copper ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
| Around waist | Betutta the ShockwarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 30% chance to daze at end of turn Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +6% blight / +5% arcane Changes damage: +15% lightning Trap disarming bonus: +14 Stealth bonus: +9 Infravision radius: +3 A belt that goes around your waist. |
| Main armor | iron plate armour 'Shimmerwell' (12 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +7 Defense: +12 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +20% Changes resistances: +6% lightning Changes damage: +3% lightning Life regen: +2.40 Stamina each turn: +0.70 A suit of armour made of metal plates. |
| In off hand | Kuharayon (17-23.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Changes damage: +21% mind / +12% blight Spell save: +6 (+3 eff.) Vim when firing critical spell: +3.00 Sharp, long, and deadly. |
| In main hand | Cuthenarirab the dwarven-steel longsword (23-32.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid * wounds the target for 7 turns: 13 bleeding, 51% reduced healing Damage (Melee): +10 acid Burst (radius 1) on hit: +10 fire Burst (radius 2) on crit: +4 arcane When wielded/worn: Armour penetration: +2 Physical crit. chance: +8.0% Physical power: +5 (+2 eff.) Changes damage: +9% arcane Sharp, long, and deadly. |
Inventory
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
balanced iron longsword of phasing (11-15.4 power, 8 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
Bethalraldaba the Lavagore (12.5-17.5 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature / +6 temporal When wielded/worn: Changes stats: +2 Mag / +2 Wil / +2 Con Changes damage: +3% fire Grants telepathy: Humanoid/Orc Blunt and deadly. |
Tempestraider the iron mace (13.5-18.9 power, 8 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +1 Str / +3 Con Changes damage: +9% lightning Maximum life: +30.00 Blunt and deadly. |
chilling iron waraxe of daylight (10-14 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 light / +7 cold Damage against: +6% Undead One-handed war axes. |
iron waraxe (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
steel waraxe 'Zogrim' (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +7 cold / +7 darkness Damage against: +6% Living When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +1 Str / +3 Dex Changes resistances penetration: +15% physical One-handed war axes. |
Xanigann the SplendourzealInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Con Changes resistances: +3% mind / +12% light Changes damage: +12% light / +3% mind Mental save: +5 (+3 eff.) Mindpower: +4 (+4 eff.) Light radius: +1 A belt that goes around your waist. |
insulating rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Maximum life: +36.00 A belt that goes around your waist. |
rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
rough leather belt 'Relgymas'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag / +5 Wil / +2 Cun / +3 Con Changes resistances: +5% fire / +6% cold A belt that goes around your waist. |
Robe of the Worm (Improved) (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. [Cosmetic Item] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Islithra (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str Changes resistances: +6% blight / +12% cold / +6% darkness / +9% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Blindbraze' (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% lightning / +6% cold / +3% temporal / +1% physical Changes resistances penetration: +15% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Aryth [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +12% cold / +2% physical Spell save: +9 (+4 eff.) Poison immunity: +10% It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Infernorage [power 27] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +15% fire It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
You gain 25.00 gold from the transmogrification of Earykor (10-12 power, 2 apr, darkness element).
You gain 2.46 gold from the transmogrification of horrifying vined mindstar of resolve (5.5-6.05 power, 18 apr, nature damage).
You gain 9.25 gold from the transmogrification of Oozing Heart (17-18.7 power, 25 apr, nature slow damage).
You gain 1.24 gold from the transmogrification of arcing steel mace (16-22.4 power, 3 apr).
You gain 2.25 gold from the transmogrification of mighty elm longbow.
You gain 12.94 gold from the transmogrification of Gorukalthochik (17-25.5 power, 1 apr).
You gain 22.85 gold from the transmogrification of Issisayon the steel battleaxe (19-28.5 power, 2 apr).
You gain 2.27 gold from the transmogrification of vision rune of the wizard (radius 11; dur 18; see animal).
You gain 2.60 gold from the transmogrification of phase door rune of the psychic (range 9; power 30; dur 5).
You gain 1.81 gold from the transmogrification of heat beam rune of the psychic (106 fire damage).
You gain 2.19 gold from the transmogrification of acid wave rune of the wizard (196 acid damage; disarm 5 turns with power 54).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (resist 21%; cure mental).
You gain 1.14 gold from the transmogrification of sun infusion of the titan (rad 7; power 37; turns 4; dispels darkness).
You gain 2.27 gold from the transmogrification of movement infusion of the psychic (544% speed; 5 turns).
You gain 2.20 gold from the transmogrification of insidious poison infusion of the psychic (26 nature damage, 21% healing reduction).
You gain 0.58 gold from the transmogrification of healing infusion (heal 27).
There is a way to the old forest here (press '' or right click to use).
Saving game...
Rmahelle links closer to his ally!
Worm that walks (servant of Rmahelle) links closer to his ally!
Lore found: journal entry (old forest)
Accepted quest 'Sher'Tul Fortress'! (Press 'j' to see the quest log)
Saving done.
Character control switched to worm that walks (servant of Rmahelle).
Worm that walks (servant of Rmahelle) deactivates Infestation.
Worm that walks (servant of Rmahelle) deactivates Worm that Walks Link.
Worm that walks (servant of Rmahelle) deactivates Ruin.
Rmahelle deactivates Chaos Orbs.









































