Tales of Maj'Eyal

Tales of Maj'Eyal

Spell Merchants
AkaviriBlade  [developer] Jan 13, 2020 @ 2:54pm
Merchant/Dungeon Locations
Locaton....................................NPC.......................................Coords
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===================Archmage spells========================

Angolwen:...................Angolwen-staves-store

Angolwen:...........................Tarelion
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====================Alchemy spell=========================

Worldmap'eyal:...............Asterius Gaomant...................8x26/26x22/11x36
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==================Necromancy spells=======================

Worldmap'eyal:...................Nagareth.................................12x40/50x17
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==================Character points=========================

worldmap 'eyal:....................Mulfar.........................................56x10

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===================Wilder Gifts============================

worldmap 'eyal:..................Adriel................................49x31/47x31
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==================Combat Techniques=======================

worldmap 'eyal:...................Atakesa..........................73x27/22x28
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===================Master jeweler==========================

worldmap 'eyal:...................Jeweler..............................10x22
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==================Corruptor/Curses=========================

worldmap 'eyal:......................Soltar..............................42x40

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=====================Assassin============================

worldmap 'eyal:....................Genchi.........................65x12/41x36
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=======================Archer============================

worldmap 'eyal:......................Azari...........................20x5/11x46
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======================Steamtech==========================

worldmap 'eyal:........................Gurock.......................26x41/63x45
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======================Celestial===========================

Derth, Elvala
& Last Hope:.......................Sun Paladin.......................[Random]
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=================chronomancy/psionic=======================

Angolwen:...............................Zemek.............................[Random]
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Last edited by AkaviriBlade; Jan 16, 2020 @ 2:01am
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AkaviriBlade  [developer] Jan 13, 2020 @ 3:00pm 
___________________Dungeon Locations_____________________

======================Wolfmire (aka "Road to Derth")========================

.....................................................Will spawn by Derth............................................................
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===========================Infested Ruins===============================

....................................................Will spawn by Elvala............................................................
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=========================Blood Soak Ruins===============================

......................................................South of Daikara................................................................
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Last edited by AkaviriBlade; Jan 16, 2020 @ 2:00am
八云罪袋 Jan 13, 2020 @ 6:03pm 
thanks!
八云罪袋 Jan 13, 2020 @ 6:14pm 
I mean the merchant doesn't have it. Why can't screenshot. Azari or Genchi or Atakesa no Pugilism&Unarmed Training.
AkaviriBlade  [developer] Jan 14, 2020 @ 10:21am 
If you're unable to find any merchants at the spawn locations you may have a mod conflict, this mod will conflict with any other mod that spawns entities on the world map, such as the mod "extra dungeons"
八云罪袋 Jan 14, 2020 @ 6:39pm 
I found the merchant,but I didn't find the skills。
八云罪袋 Jan 14, 2020 @ 6:42pm 
E.g: Pugilism or Unarmed Training
AkaviriBlade  [developer] Jan 15, 2020 @ 9:07am 
Ah I see, sorry for the misunderstanding! I just released a new update 1.5.8 that adds several unarmed skills for Atakesa to sell (4 in combat and 1 in techniques)
八云罪袋 Jan 15, 2020 @ 11:31pm 
Thank you, I really like your mod.
Elijah_Kowalski Mar 1, 2020 @ 9:47am 
>technomancy talents
You might want to check these out. They require Arcane Dynamo talent and/or tinker just to put talent points into them. So, they are basically useless if you don't code getting that talent and/or schematics for the tinker with purchasing the talents.

Same goes for Physics/Chemistry talents; it should probably work the way buying those categories through the Tinker Escort does.
AkaviriBlade  [developer] Mar 1, 2020 @ 5:06pm 
Thanks Elijah, I haven't played that class so I had no idea. I added the option to purchase the Arcane Dynamo talent to Gurock under the technomancy option (was pretty difficult, took over an hour to figure it out heh). If you don't mind could you test it out and let me know if I need to change/ add anything else? Thanks!
Elijah_Kowalski Mar 5, 2020 @ 9:43am 
Thanks for the update! I checked it out and it seems to be working just fine - the Arcane Dinamo passive talent appeared on the character after purchasing it (and it also added a tinker visual to the character's model) and I was able to invest into technomancer talents and use them. Did it on an existing character too, so no new game start was needed.

However, it seems to function a bit differently in the original game. According to this page, Arcane Dinamo is a tinker you craft and put into a robe; you get the schematic for it after investing into the prodigy. And then the tinker gives that passive talent, if I understand it correctly. https://te4.org/wiki/Technomancer(class_evolution)_(talent)

Still, it works as it is now and according to the description of the talent. If I encounter any bugs, I'll let you know. So far, I think I saw Arcane Dinamo changing its level - it was level 2 on my character's skill list first time I checked it and then it became level 3. Maybe I'm mistaken about this though, I'm not sure.

Upd. Apparently, the talent level does change for whatever reasons - now I see it at level 6. It doesn't change much, only one insignificant value of the talent, but just so you know.
Last edited by Elijah_Kowalski; Mar 5, 2020 @ 2:05pm
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