









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Rocketman Gear Pack 1.7.6Un-ego'd gear that can be upgraded! Soon to be expanded with custom art and more items.. Adds sunstone gear to the game, and a new type of ego based off of crystal hearts! The art is not finished yet, but as is there are several character sprites to choose from along with sprites for the chest armor, swords, and sun crystals. Sunstone is an armor type that provides bonuses to max life, blight and darkness resistance at the expense of being ravaged by acid. Sunstone weapons provide damage conversion, and a slight bonus to penetration of their element. And lastly, sun stones/crystals upgrade gear of white/green quality to artifact status. Increasing their armor and light/nature damage. In addition to providing some light damage on hit. (soon to be split into mossy (nature) and regular (light) variants. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Possessor Bonus Class 1.7.4Donators/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. OldRPG Redeemed - Music Mod - 1 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
Items Vault 1.7.6Donators/Buyers bonus! OldRPG Redeemed - Music Mod - 2 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
Ashes of Urh'Rok 1.7.4Official 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:
Embers of Rage 1.7.4Official 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:
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Weaver |
| Level / Exp | 9 / 83% |
| Size | small |
| Lifes / Deaths | Killed by Beluremina the copperhead snake at level 9 on the 9th Mirth 122nd year of Ascendancy at 13:32 3 / 1 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 35 (base 12) |
| Constitution | 33 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 48 (base 33) |
| Cunning | 17 (base 14) |
Resources
| Life | 423/423 |
| Equilibrium | 0 |
| Healing Factor | 1.2789294477288 |
| Regeneration | 8.918166345106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +118.78937698818% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 48.91455426921 |
| See Invisible | 48.91455426921 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Barehand
| Damage | 43 |
| Accuracy | 26 |
| Crit Chance | 14% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +10% |
| Nature | +10% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 5 |
| Physical Save | 17 |
| Spell Save | 20 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
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
| Wild-gift / Threads and webs | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dance of the weaver | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Weaver anatomy | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 10. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Ivarath the Deepswrack (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: offense ------ Physical Crit +8.0% Physical Power +7 (+3 eff.) Ignore resists +10% darkness Ignore Armor +10 On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +3 Resistance +3% darkness +7% fire +5% arcane +11% cold A pair of boots made of leather. |
| On hands | iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 101% Range: 1.0x-1.4x Uses 80% Wil, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+0 eff.) Resistance +16% acid A pointy cloth hat, very wizardly... |
| Tool | innervating elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +10% nature defense ------ Armor +8 Resistance +20% nature Rings make your fingers look great! |
| Main armor | rejuvenating rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life Regen +2.10 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
| In off hand | reinforced iron shield of acid resistance (+16%) (0 def, 3 armour, 96% power, 45 block)7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 96% Range: 1.0x-1.2x Uses 100% Dex Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +45 While equipped: defense ------ Armor +3 Fatigue +8% Resistance +16% acid other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Arodan' (1 def, 0 armour) =2 con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +5% arcane +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
iron battleaxe (109% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 109% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
iron greatmaul (113% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Normal] Weapon Damage 113% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. |
grounding pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns) =digger=3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Eileen the Halfling Weaver level 9
3rd Mirth 122nd year of Ascendancy at 18:44 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Eileen the Halfling Weaver level 9
5th Mirth 122nd year of Ascendancy at 17:28 see stats
Log
Eileen is crippled.
Deadly Poison from Beluremina the copperhead snake hits Eileen for 18 nature damage.
Beluremina the copperhead snake hits Eileen for 24 physical, 13 physical (37 total damage).
Eileen misses Beluremina the copperhead snake.
Beluremina the copperhead snake misses Eileen.
Beluremina the copperhead snake hits Eileen for 12 physical damage.
Deadly Poison from Beluremina the copperhead snake hits Eileen for 18 nature damage.
Eileen misses Beluremina the copperhead snake.
Beluremina the copperhead snake misses Eileen.
Beluremina the copperhead snake hits Eileen for 16 physical damage.
Eileen hits Beluremina the copperhead snake for (14 parried), 29 physical, 11 light (40 total damage).
Deadly Poison from Beluremina the copperhead snake hits Eileen for 16 nature damage.
Beluremina the copperhead snake performs a melee critical strike against Eileen!
Beluremina the copperhead snake hits Eileen for 19 physical, 12 physical (30 total damage).
Eileen uses Infusion: Regeneration.
Eileen starts regenerating health quickly.
Infusion: Healing is still on cooldown for 2 turns.
Beluremina the copperhead snake performs a melee critical strike against Eileen!
Poison bursts out of Eileen's corpse!
Beluremina the copperhead snake hits Eileen for 27 physical, 14 physical (41 total damage).
Eileen the level 9 halfling weaver was impaled to death by Beluremina the copperhead snake on level 1 of Norgos Lair.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Beluremina the copperhead snake killed Eileen!
Saving game...
Saving done.















































