






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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.
Embers of Rage 1.5.0Official 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:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Orcs |
Mode | Madness Roguelike |
Sex | Female |
Race | Orc |
Class | Doombringer |
Level / Exp | 9 / 66% |
Size | medium |
Lifes / Deaths | Killed by Xeratha the steam giant guard at level 9 on the 17th Retaking 124th year of Ascendancy at 21:27 / 1 |
Primary Stats
Strength | 31 (base 29) |
Dexterity | 37 (base 29) |
Constitution | 33 (base 29) |
Magic | 32 (base 29) |
Willpower | 30 (base 29) |
Cunning | 34 (base 29) |
Resources
Life | -43/1040 |
Steam | 100/100 |
Stamina | 294/294 |
Vim | 232/232 |
Healing Factor | 1.4699507389163 |
Regeneration | 34.194306244329 |
Speed
Mental | +200% |
Attack | +200% |
Movement | -10% |
Spell | +200% |
Global | +140% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
See Stealth | 60.42386705709 |
See Invisible | 60.42386705709 |
Offense: Mainhand
Damage | 78 |
Accuracy | 54 |
Crit Chance | 32% |
APR | 72 |
Speed | 0.33 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 8% |
Speed | 0.33333333333333 |
Cooldown Reduction | 15.6 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 17% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +16% |
Blight | +16% |
Arcane | +16% |
Cold | +16% |
Lightning | +24% |
Darkness | +26% |
Light | +16% |
Temporal | +16% |
Physical | +16% |
Mind | +16% |
Fire | +16% |
Nature | +16% |
Offense: Damage Penetration
Acid | +16% |
Blight | +16% |
Arcane | +16% |
Cold | +16% |
Lightning | +16% |
Darkness | +16% |
Light | +16% |
Temporal | +16% |
Physical | +16% |
Mind | +16% |
Fire | +16% |
Nature | +16% |
Defense: Base
Armour (hardiness) | 93.699232954414 (100%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 20 |
Physical Save | 69 |
Spell Save | 66 |
Mental Save | 69 |
Defense: Resistances
Acid | + 33%(100%) |
Blight | + 33%(100%) |
Arcane | + 33%(100%) |
Cold | + 57%(100%) |
All | + 20%(100%) |
Mind | + 33%(100%) |
Lightning | + 33%(100%) |
Light | + 33%(100%) |
Temporal | + 42%(100%) |
Physical | + 33%(100%) |
Darkness | + 49%(100%) |
Fire | + 41%(100%) |
Nature | + 33%(100%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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. |
Class Talents
Corruption / Torture | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Effects
talent | Horrifying Blows |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
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 have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You must explore the Yeti Cave and destroy the patriarch! | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | 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 0/8 yetis. | active |
Equipment
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +22% Amulets can have magical properties. |
In main hand | ![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +24 dazing lightning When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +4 Dex / +4 Cun / +4 Mag Changes damage: +8% lightning Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Topaz: Lightning It can be used to imbue the hammer with a gem of your choice, costing 7 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On head | ![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Mental save: +10 (+2 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +9% It can be used to hack the mind of a weakened yeti, costing 1 power out of 8/8. 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. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +10% fire / +15% cold Healing mod.: +30% Steampower: +10 (+5 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 8 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
![]() regeneration infusion (heal 60 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 134 power out of 340/400. 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. |
Achievements
By Dorsh the Orc Doombringer level 9
17th Retaking 124th year of Ascendancy at 12:26 see stats
By Dorsh the Orc Doombringer level 4
10th Retaking 124th year of Ascendancy at 22:59 see stats
By Dorsh the Orc Doombringer level 2
10th Retaking 124th year of Ascendancy at 11:00 see stats
Log
Dorsh hits Iceblock for 10 fire damage.
Retaliator of Atmos shoots!
Dorsh hits Iceblock for 7 fire damage.
Dorsh HEALS from physical damage!
Retaliator of Atmos's Shoot hits Dorsh for (16 to ice), 25 physical (25 total damage).
Retaliator of Atmos's Shoot hits Dorsh for (17 to ice), 26 physical (26 total damage).
Retaliator of Atmos stops burning.
Dorsh forces the iceblock to shatter.
Burning from Dorsh hits Iceblock for 15 fire damage.
Burning from Dorsh hits Iceblock for 20 fire damage.
Dorsh is free from the ice.
Retaliator of Atmos repels an attack from Dorsh.
Dorsh HEALS from physical damage!
Retaliator of Atmos's Intuitive Shots hits Dorsh for 30 physical damage.
Retaliator of Atmos's Intuitive Shots hits Dorsh for 32 physical, 1 healing (32 total damage) [1 healing].
Aerymira the retaliator of Atmos uses Evasion.
Aerymira the retaliator of Atmos tries to evade attacks.
Dorsh HEALS from light damage!
Aerymira the retaliator of Atmos's light area effect hits Dorsh for 78 light, 3 healing (78 total damage) [3 healing].
Arch-Merchant Kaltor is on fire!
Dorsh hits Xeratha the steam giant guard for 17 fire damage.
Dorsh hits Aerymira the retaliator of Atmos for 18 fire damage.
Dorsh hits Retaliator of Atmos for 7 physical, 4 fire, 17 fire (29 total damage).
Dorsh hits Arch-Merchant Kaltor for 0 fire damage.
Retaliator of Atmos repels an attack from Dorsh.
Saving game...