



Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Passive Cooldowns 1.7.0Items Vault 1.7.6Donators/Buyers bonus! Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents There are also 3 race evolution prodigies, with more to come if I have any good ideas. Suggestions welcome. Inferno Race Pack 1.7.0Adds a collection of my races. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Class: Hollowed 1.7.6Hollowed The hollowed is a cursed class that focus on a new damage type, Nightmare, that deals darkness and mind damage. It has skills that allow you to parry with a 2h sword, receive incoming damage as mind damage, and proc attacks when you teleport. In the first phase of playtesting, Let me know if you encounter any bugs or iffy design decisions. Many thanks! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon 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: Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Damblis Race 1.7.6Adds the Damblis, a race of humans developed during the Age of Allure, though not as well known as the Higher. During the heights of human and halfing power, many nobles sought entertainments of all variety: comical, martial... sensual. One particualr noble house began to curate beauty and charisma among their subjects, using any means they could, leading to the creation of the Damblis humans. While the details of the process that led to their refinement are unknown, the results were unquestionable: a breed of humans possessing unmatched beauty and charm, able to beguile any who so much as looked upon them. Some say their allure goes beyond mere physical beauty and swear they entrance others by caressing their inner thoughts with mental powers beyond understanding. 1. Dressed to Kill: Once per turn when an enemy sees you they must save against your mindpower or suffer mind damage. The damage can not be reduced by mental save and can be a mental critical hit. Your mindpower for this check is boosted based on your equipped rings, necklace, and belt. Enemies of rank Normal and lower will simply die instead of taking damage. 2. Stunning Looks: Enemies within a cone with a radius equal to your vision range must make a physical save against your mindpower or become stunned for several turns. 3. Irresistible: Enemies who can see you but are not adjacent to you suffer from a stacking affliction which reduces their saves, defense, and resistance to all damage. 4. Take it Off: All enemies who can see you when you sustain this talent will suffer from talent failure chance so long as they can still see you and you continue to sustain the talent. Requires a belt. Full details on the forum page. Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training 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: Infected 1.7.6I finally updated this mod :D It's been completely rebalanced and contains a ton of new stuff! You are not ill; you are a weapon. A host to a menagerie of plagues, your body is a battleground you have learned to command. Every joint aches with power, every fever fuels your spells. You wade into battle, letting your infections flare and spread, hammering foes with disease-charged blows or scouring them with projected corruption. You are the source of the outbreak, and your resilience is the only thing holding the chaos within you at bay—because every plague you unleash gnaws at your own life just as eagerly as your enemies. Mechanics: • Spread Blight: Spread up to 6 unique Infections, ravage your enemies with the now-actually-useful Poison Storm, and watch them die to your limitlessly stacking Decay. Balancing Thanks to: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Fullmoon |
| Class | Hollowed |
| Level / Exp | 1 / 22% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
| Strength | 19 (base 16) |
| Dexterity | 12 (base 10) |
| Constitution | 12 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 15) |
| Cunning | 9 (base 10) |
Resources
| Life | 118/118 |
| Hate | 93/100 |
| Healing Factor | 0.98521924389653 |
| Regeneration | 0.24630481097413 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 22 |
| Crit Chance | 2% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (38.594633868923%) |
| Defense | 26 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 9 |
| Mental Save | 8 |
Defense: Immunities
| Instadeath Resistance | 100% |
| Teleport Resistance | 24% |
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. |
| 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. |
| 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
| Cursed / Resentment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Isolation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Fullmoon Werewolf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Repercussions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 8. Mobile Defense |
Quests
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | active |
Equipment
| Light source | brass lanternRequires: 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. |
| Main armor | rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
| In main hand | iron greatsword (115% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stats: 0% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Inventory
This item will automatically be transmogrified when you leave the level.flaming iron greatmaul (115% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 115% Range: 1.5x Uses stats: 0% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.iron dagger (100% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Wil, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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
Gadoodler receives 1 healing from Unnatural Body.
Gadoodler uses Creep.
Gadoodler hits Large brown snake for 39 physical damage.
Gadoodler killed Large brown snake!
Gadoodler receives 7 healing from Unnatural Body.
Gadoodler receives 1 healing from Unnatural Body.
Resting starts...
Talent Creep is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Gadoodler picks up (a.): flaming iron greatmaul (115% power, 1 apr).
Ran for 6 turns (stop reason: hostile spotted to the west (large white snake)).
Gadoodler uses Creep.
Gadoodler hits Wolf for 36 physical damage.
Wolf hits Gadoodler for 4 physical damage.
Gadoodler uses Slash.
Gadoodler hits Wolf for 62 physical damage.
Gadoodler killed Wolf!
Gadoodler receives 7 healing from Unnatural Body.
Gadoodler uses Creep.
Gadoodler hits Large white snake for 47 physical damage.
Gadoodler killed Large white snake!
Gadoodler receives 7 healing from Unnatural Body.

























