























Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: QuickTome: Remove Stat Requirements 1.5.5 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Tinker Implants in Shops 1.5.10This addon will add tinker implants and schematics into infusion and rune stores. Orcs DLC required, of course Embers of Rage 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.6.0Forbidden Cults 1.6.0Official 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 | Normal Exploration |
| Sex | Female |
| Race | Orc |
| Class | Annihilator |
| Level / Exp | 17 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Commander Fralor at level 2 on the 10th Retaking 124th year of Ascendancy at 18:55 / 4Killed by mecharachnid (servant of Boop) at level 15 on the 39th Retaking 124th year of Ascendancy at 00:11 Killed by corrupted acidic digestor at level 15 on the 39th Retaking 124th year of Ascendancy at 01:56 Killed by fire drake hatchling at level 17 on the 51st Retaking 124th year of Ascendancy at 05:58 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 39 (base 34) |
| Constitution | 39 (base 37) |
| Magic | 16 (base 10) |
| Willpower | 23 (base 16) |
| Cunning | 60.2 (base 42) |
Resources
| Life | -8/461 |
| Steam | 3/128 |
| Healing Factor | 1.2081339712919 |
| Regeneration | 42.828349282298 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 13 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 48 |
| Crit Chance | 21% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Light | +13% |
| Fire | +19% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.723073231957 (93.924050632911%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 39 |
| Physical Save | 37 |
| Spell Save | 18 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 33%( 70%) |
| Light | + 25%( 70%) |
| Fire | + 15%( 70%) |
| Physical | -17%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 40% |
| Knockback Resistance | 21% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning 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 107% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity 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 100% efficiency and cooldown mod of 100%. |
| 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 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 136 life over 5 turns. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Steamtech / Turrets | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.40 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.40 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Miasma Engine |
| talent | Chemical Grenade |
| talent | Rocket Pod |
| talent | Exoskeleton |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 17%. Distortion |
| beneficial effect | Has 2 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 2 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (47/451). Capacitor Discharge |
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 15% talent failure, 79% reduced healing, and take 139.25 additional acid damage from melee and ranged attacks. Miasma Engine |
| beneficial effect | A flow of life spins around the target, regenerating 27.20 life per turn. Regeneration |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 45% and triggers a radius 8 conal explosion dealing 54% steamgun damage. 2 stacks remaining. Reactive Armor |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Fatigue from poor sleep, dealing 41.05 mind damage per turn. Restless Night |
| detrimental effect | The target is being ravaged by distortion, taking 27.09 physical damage each turn. Ravage |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Incendiary Grenade |
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 Erúan 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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'Haïb 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 rough leather boots of tirelessness (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Talent granted: +1 Rocket Boots Stamina each turn: +0.50 Maximum stamina: +11.00 A pair of boots made of leather. |
| Quiver | arcing pouch of iron shots of daylight (21/21, 112% power, 1 apr) Requires: Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 112% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 21 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage Damage (Ranged): +5 light Damage against: +6% Undead When wielded/worn: Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +6 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Mental save: +3 (+2 eff.) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
| On hands | Lisoldalaith the Splendourmalice (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +1 Con Changes resistances: +3% light Changes damage: +3% light Talent granted: +1 Sand Shredder Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +20.00 Infravision radius: +3 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. |
| On fingers | wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +5 (+3 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
| Around neck | SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Ashvagrant the iron steamgun Requires: - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +8.0% Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +6 fire Damage (radius 1) on hit: +8 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Physical power: +6 (+3 eff.) Changes stats: +2 Str Changes resistances penetration: +5% temporal Changes damage: +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Ebonydash of the BlightspawnPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects when hit in melee: * 23% chance to reduce damage dealt by 19% * 21% chance to reduce strength, dexterity, and constitution by 11 Changes resistances: +12% light / +12% darkness Changes resistances penetration: +15% cold Changes damage: +6% mind Mental save: +6 (+3 eff.) Spellpower: +2 (+2 eff.) Mindpower: +10 (+5 eff.) A belt that goes around your waist. |
| In off hand | reinforced iron shield of cold resistance (+16%) (0 def, 5 armour, 100% power, 35.5 block)Requires: - Shield usage training Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +36 When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Mental save: +5 (+3 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 | prismatic iron plate armour of fire resistance (0 def, 9 armour) Requires: - Massive armour training Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +15% fire / +10% light / +11% darkness Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 A suit of armour made of metal plates. |
Inventory
Jetspar of the Blightspawn (115% power, 3 apr)Requires: Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 2). Damage (Melee): +7 darkness Damage against: +8% Living / +9% Unnatural When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +2 Con / +3 Wil Changes resistances: +3% darkness Changes resistances penetration: +6% physical Changes damage: +3% darkness Spell save: +15 (+8 eff.) Disarm immunity: +12% Talent on hit(spell): Netherblast (20% chance level 2). Blunt and deadly. |
Tower DetonatorPowered 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. |
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) Activation costs 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. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 144 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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 Activation costs 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. |
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! |
Achievements
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Boop the Orc Annihilator level 13
29th Retaking 124th year of Ascendancy at 15:04 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Boop the Orc Annihilator level 10
19th Retaking 124th year of Ascendancy at 16:45 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Boop the Orc Annihilator level 17
51st Retaking 124th year of Ascendancy at 05:43 see stats
Log
Dreaming horror hits Gigantic sandworm tunneler for 112 physical damage.
Dreaming horror hits mecharachnid (servant of Boop) for 88 physical damage.
Mecharachnid (servant of Boop) is no longer sleeping.
Mecharachnid (servant of Boop) had a restless night.
Gigantic sandworm tunneler is no longer sleeping.
Gigantic sandworm tunneler had a restless night.
Mecharachnid (servant of Boop) activates Mecharachnid Link.
Restless Night from Dreaming horror hits mecharachnid (servant of Boop) for 21 mind damage.
Ravage from Dreaming horror hits mecharachnid (servant of Boop) for 28 physical damage.
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Melee retaliation hits Dreaming horror for (3 dismissed), 1 to psi, 1 cold (3 total damage).
Dreaming horror hits mecharachnid (servant of Boop) for 38 mind, 1 mind (39 total damage).
Fire drake hatchling is no longer sleeping.
Fire drake hatchling had a restless night.
Dreaming horror receives 1 healing (1 psi heal).
Restless Night from Dreaming horror hits Gigantic sandworm tunneler for 23 mind damage.
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
mecharachnid (servant of Boop) hits Dreaming horror for (2 dismissed), 1 to psi, 1 physical (2 total damage).
Dreaming horror uses Sleep.
Sandworm has been put to sleep.
Mecharachnid (servant of Boop) resists the sleep!
Fire drake hatchling resists the sleep!
Restless Night from Dreaming horror hits mecharachnid (servant of Boop) for 21 mind damage.
Ravage from Dreaming horror hits mecharachnid (servant of Boop) for 28 physical damage.
Sandworm is suffering from insomnia.
Character control switched to Boop.












































































