Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Mantis |
| Class | Ritch |
| Level / Exp | 3 / 3% |
| Size | small |
| Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
| Strength | 14 (base 14) |
| Dexterity | 21 (base 18) |
| Constitution | 12 (base 13) |
| Magic | 10 (base 12) |
| Willpower | 14 (base 14) |
| Cunning | 17 (base 14) |
Resources
| Life | 239/239 |
| Fury | 62/64 |
| Stamina | 76/76 |
| Equilibrium | 10 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 1.7835170799701 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.9999999999998% |
| Spell | 0% |
| Global | +101% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 11.25 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 10 |
| Mental Save | 12 |
Defense: Resistances
| All | + 1%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (0/0)
Class Talents
| Wild-child / Fervency | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Perseverance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Stinger | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Extravagancy | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Firestarter | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Ego / Mantis | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Wing Pod | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Cutting Edge | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Bloodletting Beast | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Hoarding Beast | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.00 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| Wild-child / Cold-Blooded | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Steady Pace |
| talent | Macabre End |
| talent | Infectious Needle |
| talent | Strong-Arm |
| beneficial effect | These weapons won't last forever... Impermanenceiron [43/100] iron [66/100] |
Quests
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You are to visit Trollmire and see if there are any trolls there. (Why would it be called Trollmire if there were not?) - You are to visit Kor'pul and investigate the spectral activity within. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? *** Investigation You recall being a connoisseur of knives and blades. Surely, you need only examine a few about the world before finding one that once changed hands with you. *** "Murder" You died... Or, were you killed? What exactly happened on that day...? How could you possibly retrace your steps...? - There was a blade involved. Yours...? Theirs...? Whose... - ... Yes, it was you-- You were punctured. - But wait-- So were they. He taunted you in his death, describing the poison he'd coated the blade with. - It was a spiteful, last-ditch attempt at trumping you. For some reason, it seems he intended to take you down with him. - You were betrayed; the one you were targetting somehow got away, despite how certain his death was. Someone helped him... And left you to die. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
| Left hook | iron dagger (98% power, 7 apr) [durability 66/100]1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 99% Range: 1.0x-1.3x Uses 80% Str, 80% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% While equipped: defense ------ Armor +5 Durability: 66/100 Sharp, short and deadly. |
| Right hook | iron longsword (107% power, 3 apr) [durability 43/100]3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 80% Str, 80% Dex Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: defense ------ Armor +6 Durability: 43/100 Sharp, long, and deadly. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Inventory
iron dagger (100% power, 7 apr) [durability 67/67]1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.3x Uses 80% Str, 80% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% While equipped: defense ------ Armor +5 Durability: 67/67 Sharp, short and deadly. |
iron longsword (103% power, 3 apr) [durability 67/67]3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 104% Range: 1.0x-1.4x Uses 80% Str, 80% Dex Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: defense ------ Armor +6 Durability: 67/67 Sharp, long, and deadly. |
iron longsword of erosion (103% power, 3 apr) [durability 67/67]3.0 Encumbrance T1 longsword 1H weapon [Ego] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 80% Str, 80% Dex Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature While equipped: defense ------ Armor +6 Durability: 67/67 Sharp, long, and deadly. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest2.0 Encumbrance 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
Log
There is a Passageway into the Trollmire here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (grizzly bear)).
Saving done.
There is a Passageway into the Trollmire here (press '' or right click to use).
Saving game...
There is a Derth (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving done.
Saving game...
Resting starts...
Talent Buzz-Off is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving done.
There is a Derth (Town) here (press '' or right click to use).
Saving game...
Today is the 1st Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Saving done.
There is a Passageway into the Trollmire here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).















