Welcome everyone!
This addon introduces a whole new campaign:
The Age of Allure
https://te4.org/games/addons/tome/age-of-allure
Due to the fact: I do not have infinite free time for my hobbies, I did not balance-tested it, so I open it up for beta testing.
NOTE: The campaign is intended to be harder than Age of Ascendancy, so at first tries maybe it is better (if you play on insane difficulty) to try it on nightmare. On normal/nightmare I guess, this should cause no significant extra difficulty.
Some enemies and perhaps the progression can be unbalanced, so please if you try it, leave a comment with your feedback. Also if you encounter with any errors, please make a screenshot about the error, or copy the relevant final part of the error log here.
Things that I aware of:
This campaign is in the Age of Allure and many artifacts in the game has a lore that is written for Ascendancy and therefore refers to past events. It would be a huge extra work to redo most of the artifacts, and only for this little lore reason. So I did not altered the artifact pool, just ignore the lores of main game artifacts.
Currently there are no extra achievements in the campaign, but I am planning to add later.
Beta version 2 changes :
viewtopic.php?p=251850#p251850
Thanks for playing with this campaign, have fun!
Campaign: Tales of Maj'Eyal - The Age of Allure
Moderator: Moderator
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Tradewind_Rider
- Thalore
- Posts: 193
- Joined: Sat Oct 05, 2019 8:55 pm
Campaign: Tales of Maj'Eyal - The Age of Allure
Last edited by Tradewind_Rider on Wed May 20, 2026 9:06 pm, edited 1 time in total.
Re: Campaign: Tales of Maj'Eyal - The Age of Allure
You can stand on the tables; I would make it block movement.
When you return to town, autoexplore tries to bring you back to the exit.
The annoying boy in town asks about orcs, but the intro and dialogue at the house makes it seem like the orcish attack is a new thing. Shouldn't he ask how many elves we killed?
Bluethrop Mines don't have the "you haven't visited this zone yet" sparkle.
I ignored the quest and went into the mines as the 2nd zone. After beating the boss, it said my quest updated, but there was no updated text.
Zqshql spawned, not lore accurate
Stairs up don't seem to be autoexplore targets like in normal zones.
Playing as a Normal Higher Corrupter
When you return to town, autoexplore tries to bring you back to the exit.
The annoying boy in town asks about orcs, but the intro and dialogue at the house makes it seem like the orcish attack is a new thing. Shouldn't he ask how many elves we killed?
Bluethrop Mines don't have the "you haven't visited this zone yet" sparkle.
I ignored the quest and went into the mines as the 2nd zone. After beating the boss, it said my quest updated, but there was no updated text.
Zqshql spawned, not lore accurate
Stairs up don't seem to be autoexplore targets like in normal zones.
Playing as a Normal Higher Corrupter
- Level 5 after the 1st floor
- Level 8 after the 1st dungeon
- Level 10 after the orc boss
- Level 14 after mine boss
- Level 29 when arriving in the Valley after befriending everyone
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Tradewind_Rider
- Thalore
- Posts: 193
- Joined: Sat Oct 05, 2019 8:55 pm
Re: Campaign: Tales of Maj'Eyal - The Age of Allure
Thank you for your feedback!
Originally the tables blocked movements, but then i changed them for both realistic & comfort reasons.
It is better to navigate the charater when there are no obstacles, and also what kind of adventurer/veteran warrior/cunning rogue
can not jump on a table or can not stand on a table?
A simple table should not hinder the movement of a murderhobo...
(Same reason why the bushes outside not hindering movements)
(Btw, if you had the quest update popups, that means you had the quest. I did not wanted to add bajillion separate quests sfor the early game,
so the quest is the Apetite for Destruction one)
But even if you did not spoke with Turthel, i am doing safety mechanisms in the background if you do something quest related, and when you obtain the quest,
your quest statuses will be immediately updated when you gain it.
But for aesthetical reasons, it should check the sub-quests, so yes, i will later change it so the quest update will only pop up if you
spoken with the appropriate quest giver formerly.
We spoke about the other topics already.
Thanks again!
I see, you immdeiately start with the serious business...
Originally the tables blocked movements, but then i changed them for both realistic & comfort reasons.
It is better to navigate the charater when there are no obstacles, and also what kind of adventurer/veteran warrior/cunning rogue
can not jump on a table or can not stand on a table?
A simple table should not hinder the movement of a murderhobo...
(Same reason why the bushes outside not hindering movements)
I changed it.
This is due to a safety mechanism, because you can kill the bosses even before you gain the quest.
(Btw, if you had the quest update popups, that means you had the quest. I did not wanted to add bajillion separate quests sfor the early game,
so the quest is the Apetite for Destruction one)
But even if you did not spoke with Turthel, i am doing safety mechanisms in the background if you do something quest related, and when you obtain the quest,
your quest statuses will be immediately updated when you gain it.
But for aesthetical reasons, it should check the sub-quests, so yes, i will later change it so the quest update will only pop up if you
spoken with the appropriate quest giver formerly.
Well, yeah. Same thing with artifact pool. So far i did not altered these, some of them are on my list, but currently there are higher priorities.
We spoke about the other topics already.
Thanks again!
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Tradewind_Rider
- Thalore
- Posts: 193
- Joined: Sat Oct 05, 2019 8:55 pm
Re: Campaign: Tales of Maj'Eyal - The Age of Allure
Beta version 2 is out!
List of changes:
1. Fine tuned enemy scaings for more balanced gameplay
2. Incrased exp gain a bit for the same reasons
3. I saw too many dead characters in the starting area, so i nerfed a little bit the very early zone enemies.
4. Changed one of the emote of the village childrens
5. I increased the power used of the Orb of Andúnë, so players can now activate it
and can press auto-rest and after the rest they will be teleported.
6. Added a class for the Krókr and reduced a bit its life
7. Reduced a bit Gýgrs life.
8. Added description to the Jötynja.
9. Altered da bit the Valley of Alquarámë.
10. Fixed the Tinker cave exit tile to place the player correctly into the worldmap
(only for tinker classes ofc)
11. Disabled Tempral Form and Revisionist History prodigies for lore reasons
(well, Rev His is also just makes the gameplay longer and more repetitive anyway)
12. Potentially made the Scintillating Caves visual effect-cascade better ... but i need feedback on that
List of changes:
1. Fine tuned enemy scaings for more balanced gameplay
2. Incrased exp gain a bit for the same reasons
3. I saw too many dead characters in the starting area, so i nerfed a little bit the very early zone enemies.
4. Changed one of the emote of the village childrens
5. I increased the power used of the Orb of Andúnë, so players can now activate it
and can press auto-rest and after the rest they will be teleported.
6. Added a class for the Krókr and reduced a bit its life
7. Reduced a bit Gýgrs life.
8. Added description to the Jötynja.
9. Altered da bit the Valley of Alquarámë.
10. Fixed the Tinker cave exit tile to place the player correctly into the worldmap
(only for tinker classes ofc)
11. Disabled Tempral Form and Revisionist History prodigies for lore reasons
(well, Rev His is also just makes the gameplay longer and more repetitive anyway)
12. Potentially made the Scintillating Caves visual effect-cascade better ... but i need feedback on that
Re: Campaign: Tales of Maj'Eyal - The Age of Allure
Played this campaign with as Insane Thalore Oozemancer, currently at level 73. Thank you for making it. It's a nice alternative to the main campaign, which can get a bit boring after so many times. Definitely goes in an interesting direction.
Some thoughts and ideas (possible spoilers ahead):
- A fair bit of the earlier game seemed like walking through empty hallways waiting to get ambushed by a bunch of strong enemies all bunched up together in a room. In the main campaign enemies generally seem more evenly spread out over the level.
- I liked the faction system of rewards. Simpler and less nerve wracking than escorts.
- Gatumdug weapon enhancements are a pretty cool idea. I ended up with 104 WIL between my two mindstars with psiblades.
- As far as I've seen there's no way to become Antimagic short of playing Krog/Oozemancer. I get that it doesn't make sense for lore reasons, but it's a fundamental part of some builds. E.g. I can't play AM Dwarf Solipsist, one of my favorite combos.
- I like the 'ship' idea so far, very cool. Since it seems to function like the Sher'Tul fortress as sort of a home base, it might make sense to have a dedicated room to store items.
Some bugs/issues I noticed:
- The flame effects on the orc prisoners in Manar-Dol start throwing lua errors every turn on second visit to town. That was with no addons other than dlcs.
- It would be helpful if Thaumaturgy quest would say which town the npcs are from.
- A lot of zones don't have both exits marked for autoexplore end points. You have to manually find the other exit which is rather annoying.
- Some zones on the world map show up as level exits with no level range or info on whether you've visited them etc. This is most noticeable when viewing them as landmarks from the 'Go to Landmarks' addon.
- Quest of Hnoss doesn't make clear what the reward is/was. Took me a bit to figure out what I'd earned.
- There's no indication that your points come at different levels than main campaign. E.g. cat point description still says 10,20,34 etc. Or that you can level past 50. Would be helpful for planning.
That's all for now. I'll update if I think of anything else.
Some thoughts and ideas (possible spoilers ahead):
- A fair bit of the earlier game seemed like walking through empty hallways waiting to get ambushed by a bunch of strong enemies all bunched up together in a room. In the main campaign enemies generally seem more evenly spread out over the level.
- I liked the faction system of rewards. Simpler and less nerve wracking than escorts.
- Gatumdug weapon enhancements are a pretty cool idea. I ended up with 104 WIL between my two mindstars with psiblades.
- As far as I've seen there's no way to become Antimagic short of playing Krog/Oozemancer. I get that it doesn't make sense for lore reasons, but it's a fundamental part of some builds. E.g. I can't play AM Dwarf Solipsist, one of my favorite combos.
- I like the 'ship' idea so far, very cool. Since it seems to function like the Sher'Tul fortress as sort of a home base, it might make sense to have a dedicated room to store items.
Some bugs/issues I noticed:
- The flame effects on the orc prisoners in Manar-Dol start throwing lua errors every turn on second visit to town. That was with no addons other than dlcs.
- It would be helpful if Thaumaturgy quest would say which town the npcs are from.
- A lot of zones don't have both exits marked for autoexplore end points. You have to manually find the other exit which is rather annoying.
- Some zones on the world map show up as level exits with no level range or info on whether you've visited them etc. This is most noticeable when viewing them as landmarks from the 'Go to Landmarks' addon.
- Quest of Hnoss doesn't make clear what the reward is/was. Took me a bit to figure out what I'd earned.
- There's no indication that your points come at different levels than main campaign. E.g. cat point description still says 10,20,34 etc. Or that you can level past 50. Would be helpful for planning.
That's all for now. I'll update if I think of anything else.
Last edited by MrSlicey on Sun May 24, 2026 7:24 pm, edited 1 time in total.
-
Zizzo
- Sher'Tul Godslayer
- Posts: 2630
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: Campaign: Tales of Maj'Eyal - The Age of Allure
Definitely fun so far (as you can probably tell from the spate of campaign-related addon tweaks I just pushed out…
). Couple questions:
- Doesn't look there's any place to learn Wild-gift/Antimagic. I guess Ziguranth was post-Age-of-Allure?
- Does the player ever gain access to any sort of storage place, like the Fortress storage room or Embers' ruined cave? My current guy is getting a bit weighted down…

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