








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
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: Items Vault 1.7.6Donators/Buyers bonus! True Full 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. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mage Knight 1.7.0Adds 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. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | quick |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Earth Knight |
| Level / Exp | 9 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Zuberetha the black bear at level 9 on the 44th Quantumnal 1337th year of Ascendancy at 17:02 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 33 (base 33) |
| Willpower | 12 (base 12) |
| Cunning | 18 (base 18) |
Resources
| Life | -27/345 |
| Essence | 40/100 |
| Healing Factor | 1.0160373071517 |
| Regeneration | 3.302121248243 |
Speed
| Mental | +25% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Barehand
| Damage | 33 |
| Accuracy | 28 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 0.96 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Acid | +4% |
| Darkness | +9% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 10 (38%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 1 |
| Physical Save | 29 |
| Spell Save | 29 |
| Mental Save | 27 |
Defense: Resistances
| Darkness | + 14%( 74%) |
| Acid | + 12%( 70%) |
| Physical | + 25%( 74%) |
| Cold | + 20%( 74%) |
| All | + 11%( 74%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Teleport Resistance | 8% |
| Stun Resistance | 8% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 17% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Terrakinesis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Terramorphism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Terramancy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| Technique / Flexible Combat Training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. | active |
Equipment
| Tool | elm wand of shielding 'Dimsun' [power 116] (17/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +3% darkness Create a shield absorbing up to 123 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On feet | pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
| Main armor | linen robe of the mountain (+11%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On hands | corrosive iron gauntlets of the juggernaut (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Nature/Master While equipped: Stats +1 Con offense ------ On-Hit 6 acid Damage +4% acid defense ------ Armor +1 Fatigue +1% Resistance +5% acid Physical save +11 (+6 eff.) Spell save +3 (+1 eff.) Mind save +4 (+2 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +5 physical On-crit, radius 2 +5 acid On Hit: 10% Juggernaut level 1 On Hit: 10% Corrosive Breath level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Cloak | linen cloak 'Bethath' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% temporal Ignore Armor +4 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold Unlife -20.00 life other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 82.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 82.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Inventory
acidic iron longsword of daylight (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 light Damage Against +8% Undead On Critical: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Sharp, long, and deadly. |
iron mace (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
iron shield (0 def, 2 armour, 7-8 power, 16.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 7.0 - 8.4 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +16 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
light plate armour (0 def, 6 armour)17.0 Encumbrance T1 massive armor [Normal] While equipped: defense ------ Armor +6 Fatigue +16% A suit of armour made of metal plates. |
Smoldersweeper (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +6 Str offense ------ Physical Power +6 (+2 eff.) Ignore resists +5% fire Accuracy +5 (+3 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 11.5 - 12.7 Physical Uses 0% Cun, 0% Str, 120% Mag 0% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 398/400 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. |
Achievements
Log
Stink uses Infusion: Regeneration.
Stink starts regenerating health quickly.
Storm drake hatchling rearms.
Storm drake hatchling hits Stink for (2 mitigated), 21 physical (21 total damage).
Storm drake hatchling hits Stink for (2 mitigated), 22 physical (22 total damage).
Zuberetha the black bear hits Stink for (2 mitigated), 28 physical, (2 mitigated), 10 physical (38 total damage).
Deadly Poison from Zuberetha the black bear hits Stink for (2 mitigated), 40 nature (40 total damage).
Stink activates her elm wand of shielding 'Dimsun'!
A shield forms around Stink.
Storm drake hatchling hits Stink for (2 mitigated), (19 absorbed), 0 physical (0 total damage).
Stink hits Storm drake hatchling for 18 physical damage.
Stink hits Storm drake hatchling for 21 physical damage.
Storm drake hatchling hits Stink for (2 mitigated), (23 absorbed), 0 physical (0 total damage).
Zuberetha the black bear hits Stink for (2 mitigated), (29 absorbed), 0 physical, (2 mitigated), (12 absorbed), 0 physical (0 total damage).
Stink hits Zuberetha the black bear for 27 physical, 11 physical (38 total damage).
Your shield crumbles under the damage!
The shield around Stink crumbles.
Deadly Poison from Zuberetha the black bear hits Stink for (2 mitigated), (41 absorbed), 1 nature (1 total damage).
Stink hits Zuberetha the black bear for 26 nature damage.
Storm drake hatchling rearms.
Storm drake hatchling hits Stink for (2 mitigated), 23 physical (23 total damage).
Deadly Poison from Zuberetha the black bear hits Stink for (2 mitigated), 42 nature (42 total damage).
Stink casts Impassive Mountain.
Poison bursts out of Stink's corpse!
Deadly Poison from Zuberetha the black bear hits Stink for (2 mitigated), 42 nature (42 total damage).
Stink the level 9 cornac earth knight was treehugged to death by Zuberetha the black bear on level 3 of Scintillating Caves.
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QUICK Campaign Zones
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Ruins of Kor'Pul: Hideout
Scintillating Caves: Twisted
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QUICK Campaign Perks
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1: Rune: Shatter Afflictions
2: Category: Scoundrel



















