









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.4.0Combines 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Orc |
Class | Doombringer |
Level / Exp | 14 / 76% |
Size | medium |
Lifes / Deaths | Killed by Zubessra the sewer alligator at level 14 on the 9th Revenge 124th year of Ascendancy at 19:18 / 2Killed by Zubessra the sewer alligator at level 14 on the 9th Revenge 124th year of Ascendancy at 19:59 |
Primary Stats
Strength | 46 (base 40) |
Dexterity | 11 (base 10) |
Constitution | 13 (base 12) |
Magic | 29 (base 28) |
Willpower | 11 (base 10) |
Cunning | 12 (base 11) |
Resources
Life | -52/446 |
Steam | 100/100 |
Stamina | 119/142 |
Vim | 120/125 |
Healing Factor | 0.88822652757076 |
Regeneration | 38.664500745155 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 66 |
Accuracy | 32 |
Crit Chance | 7% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +4% |
Physical | +4% |
All | 0% |
Defense: Base
Armour (hardiness) | 54.17869674764 (81.030927835052%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 31 |
Physical Save | 23 |
Spell Save | 14 |
Mental Save | 14 |
Defense: Resistances
Acid | + 19%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 27% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: MovementUse 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 increase movement speed by 343% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
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 216 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Corruption / Torture | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 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 |
Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
talent | Horrifying Blows |
talent | Abyssal Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 1.43 nature damage per turn and decreasing all heals received by 14%. Insidious Poison |
detrimental effect | Huge cut that bleeds, doing 10.62 physical damage per turn. Bleeding |
beneficial effect | A flow of life spins around the target, regenerating 43.28 life per turn. Regeneration |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
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 |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | 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. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() sand rough leather gloves of magic (+2) (0 def, 6 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 (-) Damage (Melee): 5(-) physical Changes stats: +2(-) Mag Changes damage: +4%(-) arcane / +4%(-) physical Talents granted: +1.00(-) Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Infravision radius: +6 (-) Sight radius: +1 (-) See stealth: +10 (-) See invisible: +10 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() supercharged iron torque of thermal psionic shield [power 31] (24 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 31 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() steel ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +9 (+8 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() warrior's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +8 Changes stats: +4 Str Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +27% Maximum life: +20.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-9 (-8 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() blurring hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+10 eff.) (-) Stealth bonus: +5 (-) Mental save: +6 (+6 eff.) (-) Spellpower: +4 (+2 eff.) (-) A belt that goes around your waist. |
Main armor | ![]() spiked dwarven-steel plate armour of acid resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+4 eff.) (-) Fatigue: +24% (-) Damage when hit (Melee): 12(-) physical Changes resistances: +19%(-) acid A suit of armour made of metal plates. |
In main hand | ![]() arcing steel greatsword of massacre (136% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 137% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9(-) lightning Massive two-handed swords. |
Cloak | ![]() enveloping linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) (-) Physical save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) 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. |
Inventory
![]() schematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() This item will automatically be transmogrified when you leave the level. ash magestaff of illumination (111% power, 3 apr, cold element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-25%) Range: 1.2x (-0.4x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-9) lightning When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 66.37 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. magelord's ash magestaff of breaching (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-25%) Range: 1.2x (-0.4x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-9) lightning When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 22 arcane Changes resistances penetration: +8% lightning Changes damage: +15% lightning Talent granted: +1 Command Staff Maximum mana: +24.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. steel battleaxe (119% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% (-17%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-9) lightning Massive two-handed battleaxes. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
potent pain suppressor salve [power 121] potent pain suppressor salve [power 121]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -121 life and reduces all damage by 12% for 5 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
![]() woodsman's iron pickaxe (dig speed 38 turns) =dig= Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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. |
![]() 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! |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 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. |
Achievements
By Xanonn the Orc Doombringer level 10
40th Retaking 124th year of Ascendancy at 14:31 see stats
By Xanonn the Orc Doombringer level 12
50th Retaking 124th year of Ascendancy at 16:50 see stats
By Xanonn the Orc Doombringer level 10
40th Retaking 124th year of Ascendancy at 06:46 see stats
By Xanonn the Orc Doombringer level 14
9th Revenge 124th year of Ascendancy at 19:18 see stats
Log
Stale sewer water hits Xanonn for 4 nature damage.
Talent Abyssal Shield is ready to use.
Talent Wraithform is ready to use.
Poison from Stale sewer water hits Xanonn for 4 nature damage.
Xanonn activates Abyssal Shield.
Poison from Stale sewer water hits Xanonn for 2 nature damage.
Poison from Stale sewer water hits Xanonn for 2 nature damage.
Xanonn starts to bleed.
Xanonn is poisoned!
Xanonn is dazed!
Xanonn is not dazed anymore.
Xanonn stops being poisoned.
Xanonn hits Zubessra the sewer alligator for 11 blight, 13 physical, 11 fire, 11 blight, 13 physical, 11 fire (70 total damage).
Insidious Poison from Zubessra the sewer alligator hits Xanonn for 1 nature damage.
Bleeding from Zubessra the sewer alligator hits Xanonn for 5 physical damage.
Zubessra the sewer alligator hits Xanonn for 57 physical, 12 physical, 1 nature (70 total damage).
Zubessra the sewer alligator uses Emergency Steam Purge.
Insidious Poison from Zubessra the sewer alligator hits Xanonn for 1 nature damage.
Bleeding from Zubessra the sewer alligator hits Xanonn for 5 physical damage.
Zubessra the sewer alligator hits Xanonn for 215 fire damage.
Xanonn uses Infusion: Regeneration.
Xanonn starts regenerating health quickly.
Zubessra the sewer alligator uses Shattering Shout.
Saving game...