










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Skirmisher |
| Level / Exp | 14 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 14 on the 50th Retaking 124th year of Ascendancy at 16:18 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 40 (base 39) |
| Constitution | 11 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 19 (base 11) |
| Cunning | 36 (base 31) |
Resources
| Life | -56/307 |
| Stamina | 25/162 |
| Steam | 100/100 |
| Healing Factor | 1.2597162075846 |
| Regeneration | 2.9603330878239 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 46 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +9% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 24.683544434606 (100%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 9 |
| Mental Save | 19 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Nature | + 30%( 70%) |
| Cold | + 41%( 70%) |
| Blight | + 20%( 70%) |
| Acid | + 15%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 24% |
| Poison Resistance | 20% |
| Stun Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| 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
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
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 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
| Quiver | pouch of steel shots of accuracy (16/16, 21-25 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Master Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +2 Critical Rate +4.5% Capacity 16 Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) Healmod +10% other ------- Light +3 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 | insulating rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A hat made of leather. Very stylish. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | steel torque of gale force [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of arcana (+0.10/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +24% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| Around neck | grounding steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +27% Amulets make your neck look great! |
| In main hand | cured leather sling of cold4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 cold While equipped: offense ------ Damage +9% cold Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | acidic steel shield (0 def, 4 armour, 20-24 power, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training Cun 16 [Ego] Nature When used to Attack: Weapon Damage 20.0 - 24.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +41 On Hit: * 12% chance to reduce armor by 14% While equipped: offense ------ On-Hit 5 acid When Hit 3 acid defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+3 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. |
| Main armor | rejuvenating rough leather armour of acid resistance (3 def, 4 armour) 9.0 Encumbrance T1 light armor Reqs Str 10 [Ego] Nature/Master While equipped: defense ------ Armor +4 Hardiness +20% Defense +3 (+1 eff.) Fatigue +10% Resistance +15% acid Life Regen +2.10 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
Inventory
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
acidic steel steamsaw of acid resistance (+17%) (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +21 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +17% acid 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! |
cinder hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +4 Mag offense ------ On-Hit 7 fire Damage +6% arcane +3% fire defense ------ Armor +2 Resistance +6% fire 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. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training Cun 37 [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+6 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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! |
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. |
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. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 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
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Cyruriavena the Orc Skirmisher level 13
44th Retaking 124th year of Ascendancy at 08:42 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Cyruriavena the Orc Skirmisher level 10
35th Retaking 124th year of Ascendancy at 04:32 see stats
Log
Outpost Leader John's light area effect hits Cyruriavena for (15 flat reduction), 22 light (22 total damage).
Sun paladin fumbles and fails to use Attack, injuring himself!
Fumble from Cyruriavena hits Sun paladin for 63 physical damage.
Fumble from Cyruriavena killed Sun paladin!
Outpost Leader John casts Astral Path.
Talent Infusion: Healing is ready to use.
Cyruriavena uses Infusion: Healing.
Cyruriavena receives 63 healing from Infusion: Healing.
Outpost Leader John's light area effect hits Cyruriavena for (15 flat reduction), 22 light (22 total damage).
Outpost Leader John casts Solar Orb.
Cyruriavena follows up with a countershot.
Cyruriavena deflects the projectile from Outpost Leader John but fumbles!
Cyruriavena's Counter Shot hits Outpost Leader John for (2 to psi shield), 4 physical, 5 cold (8 total damage).
Sun-mage stops surging mana.
Outpost Leader John speeds up.
Outpost Leader John's Solar Orb hits Cyruriavena for (15 flat reduction), 35 light (35 total damage).
Sun-mage casts Searing Light.
Sun-mage hits Cyruriavena for (15 flat reduction), 86 light (86 total damage).
Talent Infusion: Regeneration is ready to use.
Talent Block is ready to use.
Sun-mage's light area effect hits Cyruriavena for (15 flat reduction), 36 light (36 total damage).
Outpost Leader John casts Astral Path.
Sun-mage casts Sun Flare.
Cyruriavena loses sight!
Something hits Cyruriavena for (15 flat reduction), 104 light (104 total damage).
Cyruriavena the level 14 orc skirmisher was tanned to death by a sun-mage on level 3 of Sunwall Outpost.


















































































