





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. ZOmnibus Addon Pack 1.7.0Combines 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: Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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. Nur Kit 1.7.0Makes water-breathing equipment reliably available from various locations:
(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.) 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.] Ashes of Urh'Rok 1.7.0Official 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:
No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.7.2Quality 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. 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 | 28 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 47 (base 40) |
| Dexterity | 24 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 53 (base 40) |
| Willpower | 12 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 528/528 |
| Hate | 100/100 |
| Vim | 138/138 |
| Healing Factor | 0.58728953300035 |
| Regeneration | 0.58728953300035 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +42.609950326513% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 62 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 62 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 11% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | -49% |
| Light | -48% |
| Blight | -51% |
| Mind | -48% |
| All | -60% |
Offense: Damage Penetration
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 18.413408721348 (65.897138898113%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 12 |
| Physical Save | 36 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Acid | +100%(100%) |
| Light | 24%(100%) |
| Darkness | 60%(100%) |
| Blight | +100%(100%) |
| Arcane | 23%(100%) |
| Fire | -22%(100%) |
| All | 19%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Knockback Resistance | 22% |
| Disarm Resistance | 20% |
| Pinning Resistance | 41% |
| Blind Resistance | 100% |
Inscriptions (2/2)
| 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 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Inflicts 79.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
| beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
Quests
Equipment
| Tool | yew wand of shielding &039; [power 260] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 10% Changes resistances: +6% light Physical save: +15 (+6 eff.) Pinning immunity: +20% Healing mod.: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Arulraba the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Changes resistances: +22% darkness Changes damage: +11% darkness / +9% blight Mana each turn: +0.20 Spell crit. chance: +1% Rings make your fingers look great! |
| On fingers | marksman&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Damage (Melee): 13 light Damage (Ranged): 10 light Changes stats: +4 Dex / +3 Mag Changes damage: +12% light Rings make your fingers look great! |
| On fingers | pixie&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | CyrylranaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+4 eff.) Changes stats: +8 Cun / +6 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +12% mind Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
| Around waist | Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth& |
| Main armor | impenetrable steel mail armour of acid resistance (2 def, 12 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% acid A suit of armour made of mail. |
| In off hand | Poltergeist&Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con An oddly twisted club with a hefty weight on the end. There& |
| In main hand | plaguebringer&Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 28 Damage (Melee): +11 blight When wielded/worn: Disease immunity: +10% One-handed war axes. |
Inventory
regeneration infusion of the duelist (heal 143; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 143 life over 5 turns. Its effects scale with your Dexterity 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. Press to compare to your current inscriptions |
copper ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Changes resistances: +3% lightning / +3% temporal / +6% nature Changes damage: +3% light / +5% all Pinning immunity: +20% Only die when reaching: -20.00 life Maximum life: +100.00 Spellpower: +7 (+2 eff.) Mindpower: +6 (+4 eff.) Rings make your fingers look great! |
marksman&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +11% arcane Changes damage: +11% arcane Rings make your fingers look great! |
BokendurPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +5 (+4 eff.) Changes stats: +2 Str / +2 Wil Changes resistances: +24% light Changes damage: +12% light Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Mental crit. chance: +2% Rings make your fingers look great! |
dwarven-steel longsword &039; (29-41 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +8 blight Damage (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Changes resistances penetration: +7% all Sharp, long, and deadly. |
enhanced steel waraxe of erosion (14-20 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +6 Con One-handed war axes. |
Branuhek [power 536] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal Changes damage: +15% blight Mana each turn: +0.16 Spell crit. chance: +2% It can be used to sting an enemy dealing 214 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
You give dwarven-steel longsword &039; (29-41 power, 4 apr) to worm that walks (servant of Russaor).
You gain 15.25 gold from the transmogrification of evasive yew totem of summon tentacle [power 250] (25 cooldown).
You gain 12.00 gold from the transmogrification of emerald.
You gain 3.25 gold from the transmogrification of impenetrable stralite mail armour of lightning resistance (4 def, 17 armour).
You gain 2.80 gold from the transmogrification of impenetrable dwarven-steel mail armour of stability (3 def, 19 armour).
You gain 1.90 gold from the transmogrification of dwarven-steel mail armour of fire resistance (3 def, 8 armour).
You gain 5.24 gold from the transmogrification of verdant silk robe of the mind (+12%) (0 def, 0 armour).
You gain 4.90 gold from the transmogrification of swashbuckler&LASTLASTdwarven-steel shield (0 def, 6 armour, 29-35 power, 77.5 block).
You gain 1.80 gold from the transmogrification of self-loading pouch of dwarven-steel shots (21/21, 34-40 power, 3 apr).
You gain 3.45 gold from the transmogrification of psychokinetic pouch of dwarven-steel shots of corruption (22/22, 32-38 power, 3 apr).
You gain 7.76 gold from the transmogrification of pouch of dwarven-steel shots &039; (22/22, 45-54 power, 3 apr).
You gain 0.50 gold from the transmogrification of quiver of yew arrows (19/19, 34-48 power, 10 apr).
You gain 3.79 gold from the transmogrification of psychokinetic quiver of yew arrows of paradox (24/24, 36-50 power, 10 apr).
You gain 4.96 gold from the transmogrification of mighty yew longbow of cold.
You gain 16.55 gold from the transmogrification of Gunagrim.
You gain 0.75 gold from the transmogrification of thorny mindstar (8-9 power, 24 apr, nature damage).
You gain 4.32 gold from the transmogrification of balanced dwarven-steel dagger of erosion (14-19 power, 7 apr).
You gain 2.12 gold from the transmogrification of hateful dwarven-steel waraxe (19-27 power, 4 apr).
You gain 1.25 gold from the transmogrification of arcing dwarven-steel waraxe (20-27 power, 4 apr).
You gain 4.15 gold from the transmogrification of truestriking dwarven-steel mace (26-36 power, 4 apr).
You gain 2.25 gold from the transmogrification of acidic voratun longsword (43-60 power, 6 apr).
You gain 6.70 gold from the transmogrification of caustic stralite longsword of projection (36-50 power, 5 apr).
You gain 2.25 gold from the transmogrification of dwarven-steel battleaxe of phasing (34-52 power, 16 apr).
You gain 4.36 gold from the transmogrification of elven-wood vilestaff of warding (25-30 power, 5 apr, blight element).
You gain 3.11 gold from the transmogrification of conjurer&LASTLASTsavior&LASTLASTYELLOW_GREEN039;&LASTTEALLAST


































