Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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: |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Marauder |
Level / Exp | 11 / 13% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 33 (base 31) |
Dexterity | 35 (base 32) |
Constitution | 28 (base 27) |
Magic | 9 (base 10) |
Willpower | 20 (base 19) |
Cunning | 14 (base 13) |
Resources
Life | 316/324 |
Stamina | 155/155 |
Healing Factor | 1.2756298990388 |
Regeneration | 6.8361890424545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 20.283185043358 |
See Invisible | 20.283185043358 |
Offense: Mainhand
Damage | 49 |
Accuracy | 55 |
Crit Chance | 12% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 55 |
Crit Chance | 12% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +3% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Defense: Base
Armour (hardiness) | 13 (56.58545988864%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 21 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 10%( 70%) |
Temporal | + 11%( 70%) |
Fire | + 11%( 70%) |
Physical | + 10%( 70%) |
Cold | + 25%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
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
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.90 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 4/5 |
Effects
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 5 Net Damage: 70 - 98 Accuracy: 71 (knife) APR: 14 Crit Chance: +12% Crit mult: 158% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 51% chance to deflect up to 15 damage from the next 2.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You must assault the Vaporous Emporium to crush the morale of the Atmos tribe! * You have explored the yeti cave and vanquished the Yeti Patriarch. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
Equipment
On feet | grounding pair of iron boots (0 def, 3 armour) 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. |
On hands | steady rough leather gloves of dexterity (+2) (0 def, 1 armour) steady rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +17 (+4 eff.) defense ------ Armor +1 Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 Encumbrance T1 head armor [Unique] Steamtech While equipped: offense ------ Mind Crit +9% Mindpower +9 (+4 eff.) defense ------ Armor +3 Fatigue +3% Mind save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
Around waist | insulating rough leather belt of life insulating rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +6% fire +6% cold Life Regen +0.80 Healmod +13% A belt that goes around your waist. |
Main armor | Singeknight (6 def, 4 armour) Singeknight (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +3% arcane Ignore resists +10% fire When Hit 4 arcane 2 fire defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% physical Physical save +12 (+6 eff.) A suit of armour made of leather. |
Light source | bright brass lantern bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
In off hand | iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
In main hand | iron dagger (101% power, 5 apr) iron dagger (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Inventory
schematic: Waterproof Coating schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
iron greatmaul (116% power, 1 apr) iron greatmaul (116% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Normal] Weapon Damage 116% 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. |
iron waraxe (104% power, 2 apr) iron waraxe (104% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron steamsaw of fire resistance (+16%) (101% power, 0 apr) iron steamsaw of fire resistance (+16%) (101% power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 101% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% Resistance +16% fire other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
caustic rough leather sling of piercing caustic rough leather sling of piercing4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-crit, radius 2 +7 acid +5 nature While equipped: offense ------ Ignore resists +7% acid +6% nature +5% all Accuracy +5 (+1 eff.) Ignore Armor +11 Slings are used to hurl stones or metal shots at your foes. |
ranger's iron steamgun of dampening ranger's iron steamgun of dampening4.0 Encumbrance T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Disrupt/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +1 Dex defense ------ Resistance +8% acid +7% lightning +7% cold +7% fire +3% all Spell save +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of ash arrows 'Tulidir' (18/18, 142% power, 7 apr) quiver of ash arrows 'Tulidir' (18/18, 142% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 142% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 18 Projectile Speed +200% On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
grounding rough leather belt of the giants grounding rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +6% lightning +5% temporal Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
traveler's pair of rough leather boots (0 def, 1 armour) =CARRY= traveler's pair of rough leather boots (0 def, 1 armour) =CARRY=2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +5 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
iron helm of strength (+2) (0 def, 3 armour) iron helm of strength (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
zircon 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. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Yeti's Psychoportation Beacon Yeti's Psychoportation Beacon0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
Rod of Recall (1/1) 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. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Maur'uk Hai the Orc Marauder level 10
16th Retaking 124th year of Ascendancy at 01:03 see stats
Log
Belutta the steam giant berserker seems more focused.
Belutta the steam giant berserker's Beyond the Flesh misses Maur'uk Hai.
Belutta the steam giant berserker hits Maur'uk Hai for (15 parried), 3 physical, 1 mind, 1 fire, 1 physical (7 total damage).
Melee retaliation hits Belutta the steam giant berserker for 10 cold damage.
Maur'uk Hai performs a melee critical strike against Belutta the steam giant berserker!
Maur'uk Hai hits Belutta the steam giant berserker for 76 physical damage.
Maur'uk Hai killed Belutta the steam giant berserker!
Maur'uk Hai picks up (e.): quiver of ash arrows 'Tulidir' (18/18, 142% power, 7 apr).
Maur'uk Hai picks up (g.): Singeknight (6 def, 4 armour).
Maur'uk Hai picks up (c.): iron waraxe (104% power, 2 apr).
Maur'uk Hai picks up (e.): caustic rough leather sling of piercing.
There is nothing to pick up here.
Maur'uk Hai wears (replacing Silk Current (12 def, 0 armour)): Singeknight (6 def, 4 armour).
Resting starts...
Talent Tumble is ready to use.
Talent Dual Strike is ready to use.
Talent Flurry is ready to use.
Talent Skullcracker is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Evasion is ready to use.
Talent Orcish Fury is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).