





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Allow Respec Anywhere 1.2.3Instant Level 13 1.5.9 Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.0.6Modifies 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: Ambush Escape 1.3.0Gives the player an option to escape the orc ambush without fighting. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: QuickTome: Orb of Communication 1.3.1 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus! Technicolor Golem Coats 1.4.0Alters second alchemy talents to function with all infusions, not just their own. Compatible with Arcanum and Nullpack alchemy trees. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.5.0Allows 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. Spell Merchants 1.5.10
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. No more creaky door 1.2.5Got rid of the most anoying door creaks. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Auto-use inscriptions when saturated 1.2.5Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. |
Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Construct |
Class | Golem |
Level / Exp | 18 / 0% |
Size | big |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 34 (base 34) |
Dexterity | 12 (base 12) |
Constitution | 12 (base 12) |
Magic | 26 (base 26) |
Willpower | 13 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 446/446 |
Mana | 183/183 |
Stamina | 160/160 |
Healing Factor | 1.3523990498812 |
Regeneration | 2.9076579572446 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 35 |
Accuracy | 26 |
Crit Chance | 4% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
All | +4% |
Offense: Damage Penetration
Darkness | +15% |
Defense: Base
Armour (hardiness) | 16.497011280365 (66.952380952381%) |
Defense | 23 |
Ranged Defense | 27 |
Fatigue | 28 |
Physical Save | 20 |
Spell Save | 16 |
Mental Save | 10 |
Defense: Resistances
Cold | + 27%(100%) |
Lightning | + 18%(100%) |
Darkness | + 23%(100%) |
Temporal | + 27%(100%) |
Blight | + 21%(100%) |
Acid | + 18%(100%) |
Fire | + 24%(100%) |
All | + 4%(100%) |
Defense: Immunities
Stun Resistance | 1% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Stoning Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
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 230 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 4 Cooldown: 20 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 64 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 227 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Golem / Fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Golem / Arcane | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
Quests
Equipment
In off hand | ![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 7 fire Damage when hit (Melee): 16 fire Changes resistances: +12% temporal / +6% fire / +9% cold Talent granted: +3 Block Handheld deflection devices. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +18 (+9 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +18% blight / +13% darkness Changes damage: +4% all Life regen: +1.90 Maximum life: +61.00 Light radius: +1 Healing mod.: +15% A suit of armour made of mail. |
In main hand | ![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +4 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +15% darkness Light radius: +3 One-handed war axes. |
Inventory
![]() Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to daze at end of turn When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +6% lightning Critical mult.: +3.00% Maximum life: +10.00 Blunt and deadly. |
Achievements
Log
Al casts Poison Beam.
Al hits Black bear for 487 acid damage.
Al killed Black bear!
Resting starts...
Talent Throw Bomb is ready to use.
The shield around Al crumbles.
Talent Rune: Shielding is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 43 turns (stop reason: at exit).
Al casts Extract Gems.
You extract quartz from iron helm 'Blastedge' (0 def, 3 armour)
Al casts Extract Gems.
You extract ametrine from iron ritual blade (9.5-12.35 power, 5 apr)
Al casts Extract Gems.
You extract amethyst from flaming steel greatsword of the mystic (22.5-36 power, 2 apr)
Al casts Extract Gems.
You extract aquamarine from chilling steel dagger (11-14.3 power, 6 apr)
Character control switched to golem (servant of Al).
Al deactivates Acid Infusion.
Al deactivates Secrets of the Eternals.
Al deactivates Mutation.