















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Sawbutcher |
Level / Exp | 15 / 96% |
Size | medium |
Lifes / Deaths | Killed by sun-mage at level 13 on the 36th Retaking 124th year of Ascendancy at 20:41 / 2Killed by Xerymitha the giant alligator at level 15 on the 43rd Retaking 124th year of Ascendancy at 10:29 |
Primary Stats
Strength | 52 (base 41) |
Dexterity | 13 (base 10) |
Constitution | 24 (base 11) |
Magic | 12 (base 10) |
Willpower | 18 (base 10) |
Cunning | 44 (base 32) |
Resources
Life | -39/464 |
Steam | 82/100 |
Healing Factor | 1.2172674059366 |
Regeneration | 3.8343923287004 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 71 |
Accuracy | 44 |
Crit Chance | 19% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 44 |
Crit Chance | 17% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +11% |
Darkness | +11% |
Light | +12% |
Nature | +4% |
Defense: Base
Armour (hardiness) | 41.08934837382 (100%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 44 |
Physical Save | 26 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Darkness | + 15%( 70%) |
Light | + 14%( 70%) |
Physical | + 14%( 70%) |
Arcane | + 19%( 70%) |
Nature | + 9%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 60% |
Inscriptions (4/4)
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 116% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. |
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 97% efficiency and cooldown mod of 75%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
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 | ![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +21 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 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 | ![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Con +3 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats Dex +2 offense ------ On-Hit 6 nature Damage +4% nature Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% nature Disarm Resist +60% other ------- Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats Cun +5 offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Cun +3 offense ------ Damage +11% arcane defense ------ Defense +6 (+3 eff.) Resistance +11% arcane Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 117% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +4.0% Attack Speed 100% Block +50 On Hit: 10% To The Arms level 2 On Hit: * splashes acid on your target dealing 19 damage and reducing their armor Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +7 (+4 eff.) Fatigue +8% other ------- Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Defense +9 (+5 eff.) Stealth +6 Life Regen +0.90 Healmod +10% A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Weapon Damage 111% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 On Hit: * splashes acid on your target dealing 19 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Mag +3, Wil +2, Cun +3 offense ------ Damage +12% light, +11% darkness defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +10% physical, +10% light +11% darkness Windwall +23 Slow Projectiles +15% 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! |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T1 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +14 Hardiness +20% Fatigue +26% Resistance +5% arcane Spell save +11 (+6 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance bomb tinker [Plot Item] Steamtech 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. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 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. |
![]() 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 98% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 98% cooldown modifier. Heal 146 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 105 Armor: 1 All Resist: 0 Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
Achievements
By Iseriabeth the Orc Sawbutcher level 11
21st Retaking 124th year of Ascendancy at 04:55 see stats
By Iseriabeth the Orc Sawbutcher level 14
38th Retaking 124th year of Ascendancy at 20:35 see stats
By Iseriabeth the Orc Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 23:36 see stats
By Iseriabeth the Orc Sawbutcher level 13
36th Retaking 124th year of Ascendancy at 20:41 see stats
Log
Adubretta the sewer alligator hits Iseriabeth for 61 cold, 4 cold, 9 physical, 54 cold (127 total damage).
Iseriabeth hits Bloated ooze for 30 physical damage.
Iseriabeth hits Bloated ooze for 30 physical damage.
Iseriabeth hits Sewer alligator for 42 physical damage.
Iseriabeth hits Xerymitha the giant alligator for 6 physical, 1 nature, 2 fire, 2 acid, 3 physical, 1 nature, 2 fire, 2 acid, 8 physical (26 total damage).
Xerymitha the giant alligator uses Sudden Growth.
Xerymitha the giant alligator gains 1% of a turn from Ancestral Life.
Iseriabeth killed Bloated ooze!
Xerymitha the giant alligator receives 23 healing from Sudden Growth.
Talent Block is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent To The Arms is ready to use.
Burning from Iseriabeth hits Iceblock for 6 fire damage.
Bleeding from Iseriabeth hits Iceblock for 10 physical damage.
Xerymitha the giant alligator is suffering less.
Adubretta the sewer alligator's Beyond the Flesh hits Iseriabeth for (10 to ice), 16 physical, (1 to ice), 2 cold, (4 to ice), 5 physical (23 total damage).
Burning from Iseriabeth hits Iceblock for 16 fire damage.
Bleeding from Iseriabeth hits Iceblock for 11 physical damage.
Burning from Iseriabeth hits Iceblock for 6 fire damage.
Bleeding from Iseriabeth hits Iceblock for 24 physical damage.
Adubretta the sewer alligator uses Charged Strike.
Iseriabeth is free from the ice.
Adubretta the sewer alligator hits Iseriabeth for (27 to ice), 41 lightning, (1 to ice), 2 cold, (4 to ice), 5 physical, (24 to ice), 36 lightning (84 total damage).
Xerymitha the giant alligator uses Mucus.
Xerymitha the giant alligator uses Knockback.
Xerymitha the giant alligator's acid damage is more potent.
Iseriabeth resists the knockback!
Iseriabeth HEALS from nature damage!
Xerymitha the giant alligator hits Iseriabeth for 39 nature, 8 healing, 5 physical, 44 mind (87 total damage) [8 healing].
Iseriabeth the level 15 orc sawbutcher was psyched to death by Xerymitha the giant alligator on level 2 of Dominion Port.