
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 18 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Norinne the ritch hive mother at level 18 on the 23rd Revenge 124th year of Ascendancy at 14:44 / 1 |
Primary Stats
| Strength | 65 (base 46) |
| Dexterity | 12 (base 10) |
| Constitution | 26 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 8 (base 10) |
| Cunning | 43 (base 36) |
Resources
| Life | -212/582 |
| Steam | 38/100 |
| Healing Factor | 1.1820828827054 |
| Regeneration | 4.252513902551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 30 |
| Crit Chance | 12% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 30 |
| Crit Chance | 12% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| Lightning | +3% |
| Fire | +21% |
| Nature | +10% |
Offense: Damage Penetration
| Light | +25% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (81.151787968034%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 41 |
| Physical Save | 34 |
| Spell Save | 14 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 33%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. 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 121% efficiency and cooldown mod of 78%. 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 126% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. |
| 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 Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 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. * You have collected enough eggs. | 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 |
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 | insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +11% fire / +5% cold Talent granted: +1 Rocket Boots Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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 | grounding hardened leather hat of dexterity (+3) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +4 Cun Changes resistances: +5% lightning / +7% temporal Mental save: +6 (+3 eff.) A hat made of leather. Very stylish. |
| Tool | iron torque of gale force [power 100] (15/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
| On fingers | savior's steel ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Physical save: +7 (+3 eff.) Spell save: +7 (+6 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
| 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 (+4 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 | exposing steel steamsaw (16-25 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.5 - 24.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +26 On weapon hit: * splashes acid on your target dealing 27 damage and reducing their armor Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Fatigue: +6% Effects on melee hit: * 5% chance to reduce all saves and defense by 15 Effects when hit in melee: * 16% chance to reduce all saves and defense by 15 Talent granted: +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! |
| On hands | storm rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +6% lightning Changes damage: +3% lightning Talent granted: +1 Sand Shredder 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. |
| In off hand | thought-forged steel steamsaw of erosion (16-24 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.0 - 24.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon hit: * 10% chance to reduce all saves and defense by 15 * splashes acid on your target dealing 27 damage and reducing their armor Damage (Melee): +5 mind / +6 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Fatigue: +6% Changes stats: +2 Cun / +1 Wil Talent granted: +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 | 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 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Emetta the Kindlewilter (0 def, 15 armour) Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Fatigue: +23% Damage when hit (Melee): 2 cold / 10 physical Changes resistances: +12% blight / +13% nature / +9% light Changes resistances penetration: +25% light Changes damage: +12% light Reduced damage from: +6% Unnatural A suit of armour made of metal plates. |
Inventory
schematic: SteamsawRequires: - 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. |
iron plate armour of fire resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Damage when hit (Melee): 0 physical Changes resistances: +16% fire A suit of armour made of metal plates. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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 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. |
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. |
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 127] simple healing salve [power 127]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 127 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
Achievements
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Whitehoof Power the Whitehoof Sawbutcher level 12
28th Retaking 124th year of Ascendancy at 22:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Whitehoof Power the Whitehoof Sawbutcher level 10
26th Retaking 124th year of Ascendancy at 09:26 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Whitehoof Power the Whitehoof Sawbutcher level 18
23rd Revenge 124th year of Ascendancy at 14:40 see stats
Log
Ce'Norinne the ritch hive mother performs a diseased attack against Whitehoof Power.
Ce'Norinne the ritch hive mother hits Whitehoof Power for 21 physical, 4 nature, 9 fire (34 total damage).
Melee retaliation hits Ce'Norinne the ritch hive mother for 2 cold, (3 to psi shield), 5 physical (7 total damage).
Melee retaliation hits Larvae bloated ritch mother for 2 cold, 10 physical (12 total damage).
Larvae bloated ritch mother hits Whitehoof Power for 5 blight damage.
Whitehoof Power's cleansing fire area effect hits Larvae bloated ritch mother for 22 fire damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Unstable sand tunnel hits Larvae bloated ritch mother for 166 physical damage.
Whitehoof Power uses his iron torque of gale force!
You collect a new ingredient: ritch stinger (1).
You collect a new ingredient: ritch stinger (1).
Whitehoof Power hits Ritch hive mother for 93 physical damage.
Whitehoof Power hits Larvae bloated ritch mother for 100 physical damage.
Whitehoof Power hits Ritch larva for 100 physical damage.
Whitehoof Power hits Ritch hunter for 100 physical damage.
Whitehoof Power hits Ritch larva for 100 physical damage.
Whitehoof Power hits Ce'Norinne the ritch hive mother for (32 to psi shield), 48 physical (48 total damage).
Whitehoof Power hits Ritch larva for 100 physical damage.
Whitehoof Power killed Ritch larva!
Whitehoof Power killed Ritch larva!
Ce'Norinne the ritch hive mother's Beyond the Flesh hits Whitehoof Power for 0 physical, 11 fire (11 total damage).
Melee retaliation hits Ce'Norinne the ritch hive mother for 2 cold, (3 to psi shield), 5 physical (7 total damage).
Bleeding from Whitehoof Power hits Ce'Norinne the ritch hive mother for (5 to psi shield), 7 physical (7 total damage).
Ce'Norinne the ritch hive mother uses Telekinetic Smash.
Whitehoof Power is stunned!
Ce'Norinne the ritch hive mother hits Whitehoof Power for 21 physical, 4 nature, 11 fire (36 total damage).
Melee retaliation hits Ce'Norinne the ritch hive mother for 2 cold, (3 to psi shield), 5 physical, 2 cold, (3 to psi shield), 5 physical (13 total damage).
Whitehoof Power the level 18 whitehoof sawbutcher was fried to death by Ce'Norinne the ritch hive mother on level 4 of Ritch Hive.





























































