
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Orcs |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Gunslinger |
| Level / Exp | 11 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 11 on the 20th Retaking 124th year of Ascendancy at 05:30 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 30 (base 30) |
| Constitution | 23 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 36 (base 25) |
Resources
| Life | -3/324 |
| Healing Factor | 1 |
| Regeneration | 1.55 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 7 |
| See Stealth | 20 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 9% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 10.73 (48.103448275862%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 14 |
| Physical Save | 13 |
| Spell Save | 17 |
| Mental Save | 29 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is moving while shooting, and will reload 5 ammo when finished strafing. Strafing |
| detrimental effect | The creature that marked the target with light will be healed for all melee attacks against it by 65%. Mark of Light |
Quests
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 have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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 |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. | active |
Equipment
| On feet | pair of iron boots 'Mayivea' (0 def, 3 armour) pair of iron boots 'Mayivea' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Cun / +1 Wil Changes resistances: +6% cold / +6% fire Mindpower: +2 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Spider's Fangs (16/20, 22-26.4 power, 8 apr) Spider's Fangs (16/20, 22-26.4 power, 8 apr)Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) When wielded/worn: Talent granted: +2 Explosive Shell Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
| Light source | brass lantern brass lantern2.00 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. |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+5 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +7 Sight radius: +1 See stealth: +20 See invisible: +20 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | temporal rough leather gloves of dexterity (+3) (0 def, 1 armour) temporal rough leather gloves of dexterity (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 7 temporal Changes stats: +3 Dex Changes resistances: +5% temporal Changes damage: +4% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Gloridhemina the Morningdeath Gloridhemina the MorningdeathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% blight Stun/Freeze immunity: +20% Life regen: +1.30 Rings can have magical properties. |
| Around neck | grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
| In main hand | Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | nightruned rough leather belt of the mystic nightruned rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness Mental save: +6 (+3 eff.) Spellpower: +3 (+3 eff.) A belt that goes around your waist. |
| In off hand | mighty iron steamgun of fire mighty iron steamgun of fireRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +5 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str Changes damage: +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +12% lightning Stun/Freeze immunity: +20% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked iron mail armour of acid resistance (2 def, 4 armour) spiked iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +15% acid A suit of armour made of mail. |
Inventory
schematic: Frost Salve schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+5 eff.) Changes resistances: +15% cold Physical save: +10 (+8 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cleansing iron helm of constitution (+3) (0 def, 3 armour) cleansing iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% nature / +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing rough leather hat of strength (+2) (0 def, 1 armour) cleansing rough leather hat of strength (+2) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +5% nature / +6% blight A hat made of leather. Very stylish. |
Therapeutic Platemail (4 def, 10 armour) Therapeutic Platemail (4 def, 10 armour)Requires: - Strength 22 - Talent 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 (+3 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 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of acid resistance (+16%) (6 def, 2 armour, 40.5 block)flaming steel shield of acid resistance (+16%) (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+4 eff.) Ranged Defense: +6 (+4 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes resistances: +16% acid Talent granted: +2 Block Handheld deflection devices. |
64 alchemist agate 64 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 342/400. 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. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 122] simple healing salve [power 122]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 122, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
hateful pouch of iron shots of erosion (25/25, 14-16.8 power, 1 apr) hateful pouch of iron shots of erosion (25/25, 14-16.8 power, 1 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 25 Damage (Ranged): +6 temporal / +7 darkness / +6 nature Damage against: +6% Living Shots are used with slings to pummel your foes to death. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Snifflez the Kruk Yeti Gunslinger level 10
17th Retaking 124th year of Ascendancy at 14:45 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Snifflez the Kruk Yeti Gunslinger level 11
18th Retaking 124th year of Ascendancy at 23:27 see stats
Log
Orc retaliator uses Block.
Sunwall vindicator casts Flash of the Blade.
Sunwall vindicator whirls around and a radiant shield surrounds them!
Snifflez hits Sunwall vindicator for 4 light, 11 physical (15 total damage).
Sunwall vindicator receives 112 healing from Mark of Light from Sunwall vindicator.
Orc retaliator hits Sunwall vindicator for 16 fire, 16 fire (32 total damage).
Sunwall vindicator hits Snifflez for 209 light damage.
Sunwall vindicator hits Orc retaliator for (46 blocked), 118 physical, 214 light (332 total damage).
Burning from Snifflez hits Sunwall vindicator for 0 fire damage.
Insidious Poison from Orc retaliator hits Sunwall vindicator for 0 nature damage.
Orc retaliator uses Punishment.
orc retaliator unleashes a punishing strike for 88% bonus damage!
Sunwall vindicator hits Orc retaliator for 10 light, 10 light (21 total damage).
Orc retaliator hits Sunwall vindicator for 0 physical, 0 fire, 0 physical, 0 fire (0 total damage).
Sun-mage casts Sun Flare.
Snifflez resists the blinding light!
Orc retaliator shrugs off the effect 'Blinded'!
Sunwall vindicator loses sight!
Sun-mage hits Snifflez for 63 light damage.
Sun-mage hits Orc retaliator for 69 light damage.
Sun-mage hits Sunwall vindicator for 0 light damage.
Orc retaliator hits Sunwall vindicator for 0 fire damage.
Sunwall vindicator hits Orc retaliator for 131 physical damage.
Sunwall vindicator killed Orc retaliator!
Burning from Snifflez hits Sunwall vindicator for 0 fire damage.
Insidious Poison from Orc retaliator hits Sunwall vindicator for 0 nature damage.
Sun-mage casts Firebeam.
Saving game...
