









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. 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. 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:
Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. 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. 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 | Orcs |
Mode | Insane Semi-Roguelike (szechuan) |
Sex | Male |
Race | Orc |
Class | Archmage |
Level / Exp | 11 / 83% |
Size | medium |
Lifes / Deaths | Killed by steam giant berserker at level 11 on the 26th Retaking 124th year of Ascendancy at 04:46 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 11 (base 10) |
Magic | 35 (base 36) |
Willpower | 26 (base 25) |
Cunning | 12 (base 11) |
Resources
Life | -3/195 |
Mana | 69/260 |
Healing Factor | 1.0097162075846 |
Regeneration | 0.25242905189615 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 15 |
Accuracy | 14 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +11% |
Lightning | +20% |
Mind | +11% |
All | 0% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 20 |
Mental Save | 13 |
Defense: Resistances
Cold | + 21%( 70%) |
Lightning | + 21%( 70%) |
Mind | + 17%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (4/4)
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 100 life over 5 turns. |
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (49 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
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 mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You must assault the Vaporous Emporium to crush the morale of the Atmos tribe! * You have explored the yeti cave and vanquished the Yeti Patriarch. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.50 Maximum stamina: +11.00 A pair of boots made of leather. |
Light source | ![]() 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. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% lightning Changes damage: +10% lightning A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 158 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+5 eff.) Changes stats: +3 Dex Silence immunity: +20% Mana each turn: +0.10 Rings make your fingers look great! |
On fingers | ![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
Around neck | ![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+4 eff.) Armour: +2 Defense: +9 (+8 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% mind / +7% all Changes damage: +11% mind / +11% arcane Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 85%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+5 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Mental save: +10 (+8 eff.) Mindpower: +9 (+5 eff.) Mental crit. chance: +9% It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 8/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Shota-Raybooter the Orc Archmage level 10
17th Retaking 124th year of Ascendancy at 12:58 see stats
Log
Shota-Raybooter casts Flame.
Steam giant berserker is on fire!
Shota-Raybooter hits Steam giant berserker for 82 fire damage.
Talent Lightning is ready to use.
Burning from Shota-Raybooter hits Steam giant berserker for 27 fire damage.
The fabric of time around Shota-Raybooter stabilizes to normal.
The powerful time-altering energies generate a restoration field on Shota-Raybooter.
Burning from Shota-Raybooter hits Steam giant berserker for 27 fire damage.
Shota-Raybooter is no longer invisible.
Talent Flame is ready to use.
Shota-Raybooter receives 8 healing from Temporal Restoration Field.
Steam giant berserker stops burning.
Steam giant berserker rushes out!
Shota-Raybooter is dazed!
LIFE LOST WARNING!
Shota-Raybooter receives 8 healing from Temporal Restoration Field.
Steam giant berserker hits Shota-Raybooter for 116 physical, 14 fire (130 total damage).
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Shota-Raybooter activates his quick ash totem of healing!
Shota-Raybooter receives 160 healing.
Steam giant berserker uses Death Dance.
Shota-Raybooter is not dazed anymore.
Steam giant berserker hits Shota-Raybooter for 184 physical, 14 fire (198 total damage).
Shota-Raybooter the level 11 orc archmage was scorched to death by a steam giant berserker on level 3 of Vaporous Emporium.