




Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother 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. 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.
Escorts Enhanced CN 1.5.10Escorts Enhanced 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. 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! 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:
Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Better Item Description 1.7.4This 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 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 21 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 20 (base 20) |
| Dexterity | 16 (base 16) |
| Constitution | 13 (base 12) |
| Magic | 46 (base 46) |
| Willpower | 11 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 434/434 |
| Hate | 100/100 |
| Vim | 110/110 |
| Healing Factor | 0.52833630113153 |
| Regeneration | 2.6416815056576 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +22.609950326507% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 49 |
| Crit Chance | 23% |
| APR | 12 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 8% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | -30% |
| All | -60% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 22 |
| Mental Save | 10 |
Defense: Resistances
| Acid | +100%(100%) |
| Light | + 33%(100%) |
| Temporal | + 38%(100%) |
| Blight | +100%(100%) |
| Physical | + 46%(100%) |
| Fire | -4%(100%) |
| All | + 29%(100%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Stun Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (2/2)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 188 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 330 damage for 5 turns. Its effects scale with your Magic 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 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
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
| Main armor | Lorolin the Radiancepython (0 def, 8 armour) 2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +1 Wil +1 Con dps ---------- Dmg.mod +12% blight Res.pen +5% light Melee Ret 6 light 20 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 6 ----- def ----- Armour +8 Fatigue +1% Resists +12% blight +6% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In off hand | short elm vilestaff of might (10-12 power, 10 apr, blight element) 5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +10 Crit +10.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Alarolemnir the Singequick 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +3 (+2 eff.) ----- def ----- Fatigue -8% Resists +12% temporal +3% fire Max.HP +20.00 HP.reg +4.00 Stun/Frz- +10% ---------- misc Max.enc +20 A belt that goes around your waist. |
| In main hand | Skullcleaver (20-28 power, 12 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 chance (max 25%) Apr +12 Crit +20.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight 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. |
Inventory
shielding rune of the titan (absorb 131; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
steel mace 'Flamedare' (22-32 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +20% ---------- misc Hate/m.crit +2.00 Blunt and deadly. |
Artholdil the Airpall (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+3 eff.) Res.pen +5% lightning ----- def ----- Armour +4 Defense +15 (+15 eff.) Resists +2% physical Mind.save +6 (+6 eff.) Heal.mod +5% Knockbk- +20% One-handed war axes. |
Ce'Navena the Gleamstoker (26-37 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 cold On Hit.r1 +8 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +3% light ----- def ----- Resists +6% temporal ---------- misc Light +2 One-handed war axes. |
balanced iron dagger of crippling (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Acc +6 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +22% Sharp, short and deadly. |
Deepsspar the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight +9 temporal +9 darkness Against +6% Living On Hit.r1 +4 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Resists +6% darkness +7% temporal Sharp, short and deadly. |
spellwoven linen robe of blight (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight +7% all Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
piercing iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is an item here: medical injector implant of the wizard (efficiency 120% / cooldown 51%)
There is an item here: medical injector implant of the duelist (efficiency 140% / cooldown 84%)
There is an item here: steam generator implant (steam 6)
There is an item here: biting gale rune of the wizard (damage 171; dur 4; cd 17)
There is an item here: healing infusion of the warrior (heal 125; cd 12)
There is an item here: teleportation rune of the psychic (range 35; cd 16)
There is an item here: regeneration infusion (heal 211; 16 cd)
There is an item here: steam generator implant of the psychic (steam 5)
There is an item here: medical injector implant of the titan (efficiency 92% / cooldown 95%)
There is an item here: medical injector implant (efficiency 80% / cooldown 93%)
There is an item here: medical injector implant (efficiency 82% / cooldown 82%)
There is an item here: medical injector implant of the psychic (efficiency 95% / cooldown 51%)
Ran for 2 turns (stop reason: object seen).
Character control switched to worm that walks (servant of Twilight Strangle).
Twilight Strangle activates Hymn of Detection.
Twilight Strangle deactivates Hymn of Shadows.
Twilight Strangle is moving at extreme speed!
Worm that walks (servant of Twilight Strangle) deactivates Infestation.
Worm that walks (servant of Twilight Strangle) activates Infestation.
Worm that walks (servant of Twilight Strangle) deactivates Ruin.
Worm that walks (servant of Twilight Strangle) activates Ruin.
Worm that walks (servant of Twilight Strangle) deactivates Worm that Walks Link.
Worm that walks (servant of Twilight Strangle) activates Worm that Walks Link.
Twilight Strangle vanishes from sight.







































